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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 11 2:52 am)



Subject: How do you apply a displacement map?


Darboshanski ( ) posted Fri, 09 March 2007 at 8:51 AM · edited Wed, 11 December 2024 at 11:29 PM

It is as easy as checking the little box under bump in the mat room? Or is there a node in the advanced section of the mat room to use? Okay, what the heck does a displacement map look like anyway is it similar to a bump map image?

Thanks

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nukem ( ) posted Fri, 09 March 2007 at 9:08 AM · edited Fri, 09 March 2007 at 9:13 AM

Typically, an Image_Map node would be connected to Displacement and the displacement map could look like a bump map image; a grey scale image where the values in the image determine the direction and degree of displacement.

You have to make sure you turn on 'Use Displacement Map' under Render Settings when using the Firefly Engine.

Technically speaking, the displacement map doesn't have to be grey scale and you can plug other nodes into Displacement to achieve different effects but an Image_Map node with a grey scale map is usually how most people use it I believe.



jenay ( ) posted Fri, 09 March 2007 at 11:04 AM

I am using displacement mapping on a simple plane to simulate water ripples. 
the effect is rather cool. (you need to have reflections set on as well).
here is an example: 

http://www.renderosity.com/mod/gallery/index.php?image_id=1396696&member


bopperthijs ( ) posted Fri, 09 March 2007 at 3:09 PM

It's similar to a bump-map in that case that it's used to make a relief in a surface, but the difference is that unlike a bump-map the displacement-map actually displaces the surface. When you see a bump-map from the side you don't see any relief, with a displacement-map you'll see real bumps and ripples. This can give some strange results when you use it on skine and you have very tight clothing. Make sure that besides the node-settings in the material-room you also set the box in the rendersettings.

regards,

Bopperthijs

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svdl ( ) posted Sat, 10 March 2007 at 12:04 AM

To apply a displacement you have to switch to the advanced sectioin of the material room. To add the displacement map, drag with your mouse from the little icon on the right side of the word Displacement, release the mouse button when it's on an empty part of the background, and choose New Node from the menu that pops up.
You'd best start with using image files for displacement maps, so choose 2D Textures ->Image map from the submenu. Now you can browse for the displacement map image file.

The number that appears instead of the question mark in the root node tells Poser how strong the maximum displacement effect should be. The number is in centimeters.

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nukem ( ) posted Sat, 10 March 2007 at 6:03 AM

Quote - The number that appears instead of the question mark in the root node tells Poser how strong the maximum displacement effect should be. The number is in centimeters.

The unit of measurement for that number could be different depending on what you've specified under General Preferences → Interface Tab → Display Units.



Darboshanski ( ) posted Sat, 10 March 2007 at 12:58 PM

Okay I tried them and I hate them. When I apply a displacement map even at it's max low setting it rips and separates the figure I apply them too. So what gives? I am set to inches not centimeters so I am confused as to way my figures using displacement maps seem to be torn apart or separate from other parts of the body?

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Darboshanski ( ) posted Sat, 10 March 2007 at 1:37 PM

Alrighty then, seems I needed to play more with the values now I got them working pretty well and I see a big difference as opposed to bump maps. Now if I can just use the damn cloth room I'd be set..LOL!

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bopperthijs ( ) posted Sat, 10 March 2007 at 1:48 PM

Make sure that when you use a displacementmap you use it for every part of the body, otherwise you get cracks at the borders of the different material-zones! you can't use a bump-map as a displacementmap because it works different: A bumpmap uses a medium grey-color  as the zero or neutralheight everything darker is lower, and everything lighter is higher, when you use a negative value for the bumpmap settings it's the other way around. A displacementmap use black as the lowest point and everything lighter is higher, so when on the edge of a materialzone the  color isn't black, you get a crack. So when you want raises in a displacementmap you use a positive and when you want depths you use a negative value for the displacementmap settings.

Normaly speaking you can have only positive values in a color (greyscale) map, but I've done some experiments with combining a image map with a math-subtract node which gave so interesting results. So is it possible to make a displacement map gravity controlled, by using a N-node.

But I agree that you have to get the grips on it, it took me some to figure it out how its works,  You can make some nice details on clothing, with paintshop or photoshop without having to use a modeller.  I 'll try to give some examples and how you can use it.

regards,

Bopperthijs.

-How can you improve things when you don't make mistakes?


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