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Tim-Gibson
09-10-2004, 06:10 AM
Hey boys, i've got a couple of models that have bump maps whose depth varies depending on blendshapes via expressions and i wanna change my approach/aesthetic.

I was wondering how i could translate my bump textures (about 8 or so) into displacement maps (where do i put the inputs etc and whats your advice...multiple maps on one object?)

Is there a way i can make them lo-fi/ lo-poly / (i.e you can see the seperate poly faces on the model) and place them on a low-poly model without them looking out of place?

For instance:
http://www.allthegoodness.com/forum/index.php?act=Attach&type=post&id=554

so from that onto something like this:

http://www.allthegoodness.com/forum/index.php?act=Attach&type=post&id=555
Cheers, TG

Tim-Gibson
09-10-2004, 06:21 AM
ok, so i attached image to shading group node, seems to work...

but can it be done without it doing this...

http://www.allthegoodness.com/forum/index.php?act=Attach&type=post&id=556

galactor
09-10-2004, 09:16 AM
You have to make sure there is more tesselation happening there.
You can increase primary and secundary attributes that appear in AE when the face is selected. Or the displacement is to large and therefore you have to decrease the alpha offset of the fileNode holding the texture.

:: Galactor ::

Tim-Gibson
09-12-2004, 11:28 PM
hmmmm.... yes, but what about if i want it to look low-poly, like the wrinkle were part of the blendshapes and not a texture. It's a little hard to explain, but i should have made it that way in the process, but now i'm ready to animate and don't want to go backwards.


I guess i need the displacement to have effect in the brow area, in a way that the displaced faces can still be seen - as i will render the lo-poly model, not the high. Also how can it not effect the rest of the model - ie. nose etc.

Wouldn't enlarging the tesselation also smooth out the model?

Cheers for help, TG

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