Multi displacement nodes


#1

Hi,

Is it possible to render using multiple UV in one object in displacement node (in object properties). for example a human model with separated UV for the head, torso, arms, legs?

I can’t figure it out how to do it, thanks.

Mudbox:

2 Map tiles generated from mudbox with corresponding uv that came from lightwave:

The maps in modeler:

In Layout i just can activate the first uv shell, when i use the second one it doesn’t show up:


#2

Wow…So many replies, i’m loving this community more and more…


#3

I’m sorry, but we are not your personal slaves. We help at our own leisure.

Upload the scene again because it’s not there anymore. I think you set things up wrong because I don’t see why you shouldn’t see the some effect of the second uvmap (which should displace in the opposite direction to the first because of the subtract node). There are many things that could be wrong. What are your UV Tiling settings, did you pick the right UV map, whats the opacity…


#4

Well… maybe you should join SpinQuad or NT forums instead of limiting yourself to this forum. To be honest, SpinQuad and NT forums are a hell of alot more active than this place.

Just an observation… that’s all… :slight_smile:


#5

Sorry if i sounded harsh mate, but i’m going crazy with this and i don’t find help anywhere…
I select the uv correctly, they are working ok, (Check the modeler screeshot) But when i enter the displacement area it just doesn’t ‘‘see’’ the second uv shell…

My goal was something like this:

Here’s the scene again:

http://rapidshare.com/files/81794358/Scene.rar.html

Thanks


#6

See attachment.

I set UV Tiling to Reset on both image nodes so the two wouldn’t overlap at the join (or whatever they were doing), and I offset the second uv by 1.0 horizontally so it’s back in the 0-1 tile which LW prefers (so you wouldn’t have to use UV Tiling Repeat which was causing problems or edit the UVs in Modeler to achieve the same). I also reworked the flow abit so it corresponds better to the suggested for ZBrush/Mudbox imports. First the two images get added into one, result is subtracted by .5 so midgray is pitchblack and you have the multiply node for adjustments as before.


#7

hello abuminalis. check this one.
My first post in forum.:slight_smile:


#8

Hi abuminalis.
check this one. I used max node.
and my first post in forum.:slight_smile:


#9

Thanks for checking this, but i still can’t see the second uv shell displacement…? It really makes sense what you did here, and it actually works on the first uv shell, but the second one is still ‘‘blind’’.


#10

Very odd. Your original scene actually showed some displacement for me on both halves. That is, it didn’t match your screengrab! I just figured you made some changes before uploading the files. I guess there must be something different between our two setups. What version are you on? I worked on a 9.3.1 setup yesterday.


#11

9.3…I’m checking with 9.3.1 and i give you some feedback after.

It’s the same files.


#12

Yes it worked with lw 9.3.1 thanks mate. So basically if i want to add more tiles, i just have to apply a scalar node pointing to the current value in uv space?


#13

a scalar node pointing to the current value in uv space?

Well, yeah sortof (I’m not sure how to translate “pointing”). To be exact, it should be the offset needed to place the assigned UV points within LWs prefered <0-1, 0-1> tile. Input a scalar node for both UV offsets, open them up and play with the values and see what they do in the viewport. Best way to learn.

I plugged in <-1, 0> so the assigned UVs within <1-2, 0-1> where offset to <0-1, 0-1>.

Glad to hear things worked out with a version upgrade. Otherwise we wouldn’t know what to do. :slight_smile:


#14

That looks more simple to do, can you share the modified scene? Thanks

Btw: Welcome to cgtalk :slight_smile:


#15

thank you abuminalis.
sorry I don’t know the way of Attati of the file.
check this one again.
0.5 is appropriate to ZBdisplacementmap in the lightwave subtract.
…Be my English will understand and?
Because I am Japaneseeeeeeeee! hahahaha ohhh,I want to master English. Sincerely


#16

Hi abuminalis
this scene.


#17

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