Does the Sclupt Polygon tool work in 16 bits Import ?


#1

Hello Everyone !

Does the Sculpt Geometry tool use a full 16 bits range from a 16 bits tiff displacement map ?

I ask for that, because I 've wanted to Move every point of a Flat field mesh on Y axes by using the 16 bits Texture used for my Heightmap Landscape environement, and After some test I notice that there is a sort of resample of my 16 bits Zdepth to a 8 bits Zdepth. As you can see here the result. Its looks to terraced mofication.

Does I can’t use a Full 16 Bit Texture Range of my Displacement map ?

For informationI prefer to use the Sculpt polygon too linstead of using a simple Displacement by a shader node because I can do that tweak for all the mesh I select in my scene in one click instead of assign a displacement map to every shader…

EDIT : As you can see I got terraced mesh by approximatively 1 metre, as I preset the Max displacement value to 280 Metre so It still reflect a 256 level of a 8 bits conversion.


#2

nobody can help me , or should I turn my question on another way ? :slight_smile:

Do there is a Mel Command to use a full 16 bits depth for the Displacement process of the paint Geometry Tool ?

That’s urgent I need some help…


#3

please, can I get some info about the sculpt geometry tool spec…!


#4

I’m in a deep gap, help me I’ need rescue ^^


#5

Does it work if you use .iff or any other format? .hdr?


#6

Using image as a brush profile or painting Attribute maps with Artisan is a very different thing and is not a replacement for a real Displacement Map plugged into a Shading Group. The Displacement Map creates new vertices using high resolution images.

An Artisan brush scales down all images to 256 x 256 resolution and uses the luminance values of that image to affect the opacity attribute of the sculpt tool on existing points (vertices or CVs) it doesn’t produce new points.


#7

when you import an attribute mapby using an Image in 1024x1024 with 16 bits depth, you could be in expectation that all this resolution and depth could be used to move all your points on the Y axis you’ve choosed !

I don’t understand your explaination about the 256x256 scaled down.

Why maya Artisan cant work with high resolution maps and 16 bits depth ?


#8

http://localhost:4449/Maya7.0/en_US/Painting/commonartisanbrushtoolsettings.html#wp1021392

The above link will take to the Maya help page where you can read this

you can select an image to define the brush stamp profile. Maya provides 40 additional brush shapes in your mayalocation/brushShapes (Windows and Linux) or /Applications/Maya 7.0/Applications Support/brushShapes (Mac OS X) directory. You can create your own shapes using any file format supported by Maya. Maya uses the luminance values of the image and scales the image to 256x256.
The luminance is 8 bit = 256 grayscale colors

and for the attribute maps you can read here
http://localhost:4449/Maya7.0/en_US/Painting/mapattributes.html#wp56491

The way it works is the whitest in your image will be equal to the Maximum displacement value set in the setting of the sculpt tool and black will be equal to setting the opacity value to 0 (no displacement) The other grayscale range will be equivalent of selecting different values for the Opacity options for each vertex or CV.


#9

thanks for this good description, Now I 've understood ^^

So I cant fix my modeling problem :frowning:

too bad for me ^^


#10

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