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Maxx
01-07-2003, 05:26 PM
Do Texture Displacement layers ignore alphas? I've got a tex. disp. in my color channel (bottom channel - but even if I rearrange the layers, the effect is seen throughout), but I need just a portion to remain undisplaced. I added an image map alpha channel, but it didn't seem to have any effect. Anybody able to get this to work?

TheWriter
01-07-2003, 05:43 PM
Be carefull, different programs interpret the alpha channels differently. Try testing even popular apps like gimp vs photoshop.... bet you'll be surprised.

Maxx
01-07-2003, 06:08 PM
No, I mean Layer Type Texture Displacement in Lightwave Surface Editor itself. I've tested the alpha with a pure color Image Map Layer Type (so I could immediately see the results), so I know that I've got the white space where the white space is supposed to go, and the black area is correct also. It's just that, though the alpha layer effects the correct layers when positioned differently, it has no effect on the Layer Type Texture Displacement. Does that make any sense at all? I've not had enough coffee yet today, so let me know if it's still fuzzy and I'll try to get some screen grabs or some such to make the situation a little clearer.

Thanks!

wgreenlee1
01-07-2003, 06:36 PM
Leigh knows how to explain all this....
I know how to use them but I cant really explain.
She has some stuff in the Texture forum here at CGTalk.
It might be helpful.

Remi
01-07-2003, 06:43 PM
Fuzzy for me...a screen grab would help...also as wgreenlee1 said...Leigh is the one that could definitly answer this...:)

red_oddity
01-07-2003, 07:18 PM
Your question is a bit confusing...

What kind of displacement do you use?

Bump, Normal, or the normal displacement tab?

If you use a Layer set to Displacement Texture, i'm not sure it will do much, i never got any result with that Layer type (it doesn't seem to do anything...Leigh? know something about this?)

I do know however that Bump displacement doesn't consider Alphas, nor does it take the height or amount of bump in account for displacing.

Normal and normal displacement does take Alphas into account..

Maxx
01-07-2003, 07:30 PM
Okey-dokey. Here's a pic of the Surface Editor -

http://www.cessories.com/tester/SurfaceShot_2.gif

Notice the (highlighted) alpha map - Now, as I understand it, and have always had it happen, this alpha should affect the layer directly below it - the Texture Displacement. Note in the Viper Window that the logo looks like crap. Now, this picture -

http://www.cessories.com/tester/SurfaceShot_1.gif

without the Texture Displacement and the alpha, the image decal looks great. Ignore the lines going through it - that's its' own bump map. But the outline is exactly what I need and want.

The second pic will work, but I'm kind of anal, and the jagged edge of the green (towel looping) in the first picture is correct. So, I'm trying to get the looped fabric to feel the effects of the Texture Displacement map, while the embroidered bit (the logo itself) does not feel the Texture Displacement. Unfortunately, it seems to be laughing at me right now.

I hate that.

Anyway, hopefully this explains a bit more clearly what my questions is - thanks for taking the time so far to try to wrap brains around this little pugsucker of an issue, and any further help or ideas would be greatly appreciated. I think I may drop Leigh a PM and see if wouldn't mind taking a look at this, too.

Thanks folks.

Eugeny
01-07-2003, 08:40 PM
I'm not sure but divide mode mast work like alpha on displasment ...

leigh
01-07-2003, 09:24 PM
Hmmm... displacement layers are a bit tricky. When I've used them, they always affect all the layers above them, no matter what type of layer they are... :sad:

What does your actual displacement image look like? Why not make it in such a way that it does not need the alpha?
Perhaps you could use a 32-bit Targa for the displacement map, that has the alpha map in it's alpha channel - that would work ;)

Maxx
01-07-2003, 09:24 PM
Eugeny - Gave that a shot - didn't see any difference, really. Unless I'm misunderstanding. Thanks for the try, tho'.

Leigh - You're just too darned quick. Somehow missed that post. The actual Displacement layer is a repeating 5cm by 5cm image (same as the bump channel), so I was trying to simply save some time and memory. Hate to admit it, but I never thought about just doing up a separate image. Der.

Thanks for the advice everybody!

leigh
01-07-2003, 09:27 PM
Oh, that's weird :surprised

Hmmm.... will give some thought to this and reply again later (I have a house full of guests :p)

:)

Maxx
01-07-2003, 09:32 PM
I just knew that timing issue was going to cause some sort of problem! See above, and thanks for the advice - I'll give it a shot. (I actually had just gotten done replying to Eugeny when I got your PM, Leigh. I didn't see your message until after that. Sorry!)

leigh
01-07-2003, 11:53 PM
Is it working now? :)

Maxx
01-08-2003, 06:51 PM
Had to take off for a little while. I'm going to go ahead and paint a full sized TexDisp map - I can't see any reason in the world why it wouldn't work. Once I get this project done, I may go back and see if I can find the answer to the problem or refine the problem itself. Thanks for the help everybody!

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