jasonhuang1115
02-26-2007, 12:43 AM
Hey, all CGers,
I have been doing test-renders since last night till 4:30pm today, just tring to figure out how to correctly set up a very simple displacement map to get both extruded geometry and indent on a tube-like mesh.
So, I layout the uv and paint the whole surface with 50% grey (0,0,50 in HSB mode)in photoshop and fill where I want the indent with 25% gery(0,0,25)(closer to black) and where I want it to be extruded out with 75% gery (0,0,75)(closer to white). Here is the displacement map below:
http://farm1.static.flickr.com/139/402702824_1fdcb1ec64_o.jpg
In maya, I just apply a default lambert to the mesh and connect the displacment map (saved as tga or tiff) to the lambert's shading group. I keep the alpha gain as 1 and set the alpha offset to -0.5 to render with Mental Ray because I want the 50% gery to keep the rest area of the mesh as identical as it was.
Here are the renders of original mesh and after displacement. The mesh is in subD, so it should have enough density to be displaced.
original mesh
http://farm1.static.flickr.com/130/402686679_3fefb6fbcc_o.jpg
displacement map applied
http://farm1.static.flickr.com/141/402686673_39787961c6_o.jpg
I know should be able to adjust the strength of expression/depression via the greyscale and alpha gain to the result I want, but I can't get the rest area to be unaffected. I tried different value of both alpha gain and alpha offset and also try different renderer like Maya software and renderman for maya, but still no luck. :cry:
Is displacemnet map really that hard to control? It suppose to be like bump map but with real displacement on the mesh. Could any of you point it out where I did wrong on this? I felt frustrated on test-renders for several hours but still can't get it right.
I have been doing test-renders since last night till 4:30pm today, just tring to figure out how to correctly set up a very simple displacement map to get both extruded geometry and indent on a tube-like mesh.
So, I layout the uv and paint the whole surface with 50% grey (0,0,50 in HSB mode)in photoshop and fill where I want the indent with 25% gery(0,0,25)(closer to black) and where I want it to be extruded out with 75% gery (0,0,75)(closer to white). Here is the displacement map below:
http://farm1.static.flickr.com/139/402702824_1fdcb1ec64_o.jpg
In maya, I just apply a default lambert to the mesh and connect the displacment map (saved as tga or tiff) to the lambert's shading group. I keep the alpha gain as 1 and set the alpha offset to -0.5 to render with Mental Ray because I want the 50% gery to keep the rest area of the mesh as identical as it was.
Here are the renders of original mesh and after displacement. The mesh is in subD, so it should have enough density to be displaced.
original mesh
http://farm1.static.flickr.com/130/402686679_3fefb6fbcc_o.jpg
displacement map applied
http://farm1.static.flickr.com/141/402686673_39787961c6_o.jpg
I know should be able to adjust the strength of expression/depression via the greyscale and alpha gain to the result I want, but I can't get the rest area to be unaffected. I tried different value of both alpha gain and alpha offset and also try different renderer like Maya software and renderman for maya, but still no luck. :cry:
Is displacemnet map really that hard to control? It suppose to be like bump map but with real displacement on the mesh. Could any of you point it out where I did wrong on this? I felt frustrated on test-renders for several hours but still can't get it right.
