PDA

View Full Version : OT-Displacement Map from R10?


Glyptic
01-17-2007, 10:54 AM
Is there a way to create a B/W displacement map from a displaced surface in R10?
I'm creating displacements (scaling, positioning, etc), baking (current state to object) and want to output the new B/W map.
Is that possible?
If not it could be a handy feature.

Ernest Burden
01-17-2007, 12:07 PM
I'm creating displacements (scaling, positioning, etc), baking (current state to object) and want to output the new B/W map.


I would think that depends on the projection. If you are baking then you are either using your own UVs or having Cinema make them for you (a nice feature all on its own). So while there isn't a direct way to output the maps that I'm aware of, you could could render them from another channel. Copy your setup to diffusion, for example, set it to affect luminence and set luminence to white and render the UV. Now you have the map as you made it.

If you're working with a planar projection on a ground type object you can just render a top view.

Glyptic
01-17-2007, 02:37 PM
Hi Ernest,
Thanks for the tips.
I'm not familiar with some of what you mention (My use of Cinema is limited but essential), but I'll have a go at it.
I may be back with some real dumb ass questions.

Per-Anders
01-17-2007, 07:33 PM
Sure, just copy/patse whatever you're using in your displacement channel to the luminance channel (or any other channel really) and bake it.

Glyptic
01-18-2007, 09:21 AM
Thanks guys for the tips. I played with both and got results.

However, the option I just discovered that seems to work best for my needs is to use ShowZbuffer in Rhino. I can take my displaced surface from Cinema into Rhino, type the command and a beautiful displacement map pops up.
What I need is a displacement map of my displaced surface and not just the original map used to create my displacement in Cinema.
I know it sounds whacko, but it has advantages for my workflow.
Thanks again for posting.

LucentDreams
01-18-2007, 11:11 AM
if you just want a Zbuffer just setup a camera and turn on the depth pass (thats what a Zbuffer is) We assumed you were doing it form more complex shapes sort like how Zbrush does, but from a mesh displaced with textures.

Glyptic
01-18-2007, 01:01 PM
Ah, thanks again for the tip.

Thats sounds like a real option.
The Rhino option is useable, but Cinema might be a better choice.
Thanks again.
I live and die by the displacements of my jewelry.

LemonNado
01-18-2007, 01:34 PM
Take care that you are using an image format with more than 8 bit's for the export of the graphics or you will encounter a lot of 'steps' and weird gradients in your displacement. Which in turn can be an interesting effect if used consciencelessly.

Glyptic
01-18-2007, 03:14 PM
Yeah, I play around with different formats for curious and disasterous results. You just never know. Thats why I constantly investigate new ways, techniques, work flows etc.
I just discovered a plug that lets me create NURBS surfaces from my meshed displacements. It should come in handy.
PS is also indepensible.
Thanks Kai and Ernest for your posts. They were very helpful.

CGTalk Moderation
01-18-2007, 03:14 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.