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Carina
01-29-2003, 10:57 AM
I just ended up in a situation where i basically wanted to make a dent in the surface of a cylinder, and did a displacement map accordingly, then rendered with Mental Ray..

Problem is, when i apply it, i'm using close to black for the dent and close to white for the surface. Obviously this doesn't really displace the dent though, but the actual surface of the cylinder, so the cylinder gets a much bigger diameter..

Is there any easy way of making it do it the other way around? That is, for Maya to think that white is default, or even better that 50% grey is default, so that 50% grey in a displacement map means it is not displaced at all.

alexx
01-29-2003, 11:05 AM
use the alpha gain to determine that behaviour..
an alpha gain of -0.5 will have the effect that 50% gray is not displaced or a gain of -1.0 will not displace white, and negative displace to back level..

cheers

alexx

Carina
01-29-2003, 11:14 AM
Brilliant, thanks!

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