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View Full Version : Driven displacement maps (and corrective blendshapes)


Keithtron
02-27-2008, 07:09 PM
Hey everyone,

One thing I haven't yet tried in any of my rigs is driving a displacement map to get additional creases. I have a character with a cloth or rubber hand (not sure which it'll be yet), and it seems like that could be a nice technique to get extra creasing when the fingers or wrist bend. Corrective blendshapes or more pollies with clever skinning could be an option, but that would require adding a lot more geometry, and it would be nice to avoid that if possible.

It seems pretty straightforward to set up a driven displacement map and I have a good idea how to approach it, but I'd be more than happy to check out tutorials/examples for additional input and ideas. So yeah, if anyone has links to anything or workflow tips, they'd be much appreciated!

Or do you think the displacement map method isn't worthwhile, and it's better to try it with regular geometry?

Thanks!

vvkonline
02-28-2008, 12:00 AM
hi Keithtron,

I think in "stop staring" book by Jason Osipa, he talks about this method but he uses bump maps.

to me only down side to this is displacement maps are just hard to deal with and you can't see what happening when animating in real time ....

metamesh
02-28-2008, 08:24 AM
I have done that for a facial setup ( in max ) and is just awesome, it gives so much more detail for skin wrinkles and stuff like that, it pushes the model a bit further, plus itīs very easy to activate/desactivate the effect and u can even see it in the viewport ( not in real time...)
I will post a tutorial if i ever have time for it, but again, is in max...

carlos_ramiro
02-28-2008, 08:43 AM
Hi Alex

I'm interested in this process for Max. Have you used displacement maps for creases? I have made an approximation to this by using a material full of submaterials in order to achieve creases deformations for every part of the face (brows, mouth, nose...) I get a decent result, but i guess there is a better and easy way to achieve this.

Thanks, and i hope you'll find time to make a tutorial or explanation about this process.

mrxzof
02-28-2008, 08:42 PM
Hi, Let see this video from Sebastien Legrain, modeling director from Ubisoft Montreal. I'm pretty sure it's done by blending displacements map.

http://sebleg.free.fr/2005/video/nuranim.avi

The result is impressive.

In maya it's simple to get this, you just have to connect your maps into blending node, and you make set driven keys to make you selected map visible

labbejason
02-29-2008, 07:54 AM
That looks really cool, mrxzof. Looks like you can do a lot with displacements. I just saw this thread and messed around with an idea. It's actually driven from the push modifier, but I guess you would have tons more control with a morpher, like Keith was saying. Plus you still need more geometry for it to work, but it's easy to setup!

http://jasonlabbe3d.com/files/Animations/wrinkleTest.mov (http://jasonlabbe3d.com/files/Animations/wrinkleTest.mov)

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