View Full Version : Alpha Channel added to Displacement Map?!
CosmicBear 12-12-2008, 09:34 AM Hello,
I need help please.
I'm working on the visualization of a toy. I'm using a displacement map with sub-poly displacement to show the edges and grooves on it. Works fine so far. Now I want to add stickers to the object with a second texture (I'd like to keep them separated as the stickers will need to be changed on a regular basis and I'd rather update just one photoshop file) but when I apply the sticker-texture to the object it gets added to the displacement map of the second object.
Is this a limitation of displacement maps or am I just doing something wrong?
I can't post the scene for copyright reasons but have re-created a scene with the same problem. Will post it in a minute
Cosmic
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dataflow
12-12-2008, 10:18 AM
its because your displacement map is black and white.
displacement colors are
black = -100 displacement
50% grey = 0 displacement
white = 100 displacement
so change the middle of your displace texture to 50% grey.
CosmicBear
12-12-2008, 10:41 AM
black = -100 displacement
50% grey = 0 displacement
white = 100 displacement
those are the values I'm working with. black gets pushed back, white comes forward. 10% grey doesn't come forward as much.
the stickers I want to apply are at the 10% grey level. but when i apply the alpha mask it gets pushed backwards again. i just did a quick test, if i change the value from black to 10% grey the sticker stays where it is supposed to stay... but is only 10% visible... :(
dataflow
12-12-2008, 10:53 AM
i made the inner square of the displacement map 50% grey and it made the sticker flat or flat enough (wasnt perfectly flat).
its doing it because where the sticker is placed overrides the underlying material.
so the displacement gets removed in that area.
CosmicBear
12-12-2008, 10:58 AM
thanks for your help. I just tried it but unfortunately it's not good enough as the final image and animation needs to be as close and photoreal as possible to the real toy. i'll have to think of another solution. i used displacement to avoid having to model all the tiny details on that thingy. looks like i will have to model it after all..
Your details will come when you use higher subdivisions etc. Did you play with different settings (not only in the spd window but also on the model itself.
odo
georgedrakakis
12-12-2008, 01:06 PM
hi,
all you have to do is click on "Mix textures" on the stickers material tag.
hth,
george
dataflow
12-12-2008, 01:15 PM
hi,
all you have to do is click on "Mix textures" on the stickers material tag.
hth,
george
that chages the color of the sticker (top material)
vid2k2
12-12-2008, 01:45 PM
Another option might be to delete the sticker from the displacement map
and use just the sticker in a seperate bump map ?
Edit: Just tried it per screen captures.
CosmicBear
12-12-2008, 01:57 PM
Your details will come when you use higher subdivisions etc. Did you play with different settings (not only in the spd window but also on the model itself.
odo
yeah, i did. the model itself is quite heavy polywise already and the original textures are 4k.
we've decided to go down a completely different route now and have the thing prototyped rather than only visualized in 3D. so problem solved for now :)
thanks for all your help :thumbsup:
AdamT
12-12-2008, 02:35 PM
For future reference, copy your displacement channel to the second material, set the alpha channel's sampling to "None", and adjust the height of the second material's displacement to achieve the correct depth.
The reason the second material appears displaced in your original file is that it has zero displacement and it's being applied over a material with 100% displacement.
[edit: you don't have to set sampling to none if you uncheck "invert" and "soft" for the alpha.]
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