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Atrokkus
12-22-2005, 04:13 AM
I don't have much experience in 3dsmax, and I would ask you guys a question that's been crossing my mind now and then.

Is there a modifier that could read the map color levels and adjust (raise/lower) poly/patch/mesh vertices/faces accordingly? For instance, I have a pretty bumpy texture of blistered skin (i'll supply images later, maybe) that is mapped on a sphere. As far as i know 'em, maps alone cannot provide the needed bumpy effect (i've tried bumpmapping, but it's pretty meh..), and I just thought that there could be such a modifier that will quickly get the deformation done based on the pattern of a texture, or pattern of an auxiliary texture: a grayscale schematic of the texture, so that it would be easier to assess height levels, and of course, a set of parameters to adjust the height, precision, et al.

Is that possible, or it's just my wild fantasy? I understand that there are other ways, but I just wanted to know about this one. However, it would be appreciated if you could post other possible techniques to get the job done.
You see, I could make it manually, but it's just way too time-consuming.

(sorry if I missed something obvious: as i said, I'm just a rookie)

EDIT: Silly me... I've just realized the contradiction we're facing here.. If I use such technique, then the model shape will, of course, change, thus changing the mapping positioning, which will pretty much render it all useless, as the bumps and the texture will be incompatible. However, my question still stands, for at least it'll make modelling life easier (for me it's more comfortable to draw the shape, rather than mould it in 3dsmax).

Ian Jones
12-22-2005, 06:29 AM
What you are looking for is known as displacement. A grayscale texture map defines the amount of extrusion and you can control the overall level of displacement. Depending on which system you use, you will get slightly different results. You don't have to worry about your mapping coordinates, model and then map your model as normal, then apply displacement on top of this... just like any other deformation or animated modifier it just moves everything (including mapping) around perfectly as you had it. The only exception I can think of is when you have extreme amounts of displacement, where it is bound to stretch your texture. Do a search for displacement.

Atrokkus
12-22-2005, 01:36 PM
Thanks!

Well, yeah, I've been toying with displacement lately, but it seems not really precise to me... There are quite small details on the texture, and I expect something more like bumpmapping, but plus model deformation.

Well, I'll keep on experimentating with displacement, maybe come up with something good... However, if anyone has additional tips or other techniques, and decide to share it with others, I would appreciate that greately.

scrimski
12-22-2005, 01:59 PM
The Displacement Modifier does that stuff, although you need a real dense mesh to make it look good, especially when it comes to small details.

Maybe you were playing around with the displacement in the material editor, try that modifier.

Atrokkus
12-24-2005, 10:03 AM
yeah, I made some research on the displacement mapping. It's not difficult, but it has its quirks and caveats. For my fellow beginners-intermediates, I recommend this (http://www.pietrapaniacreativestudio.com/tutorials/tutorials-3dsmax/tutomax/tutomax_media/tutomax.avi) video-tutorial (although it features Vray, which I don't have installed).

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