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sculpt model using displacement map
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Hey again,
I have found the sculpt model using displacement map feature a bit weird.
I have a displacement map that i have applied to my model in mudbox 2010, i have found that the values seem to be read differently than what i would expect.
Meaning
white - positive push, grey - no push and black - negative push.
What i have found with this feature was something different.
white - positive push, grey - positive push and black - no push
so where i have black i have no negative displacement
Now let me say that the map i am using was not generated in mudbox 2010, however has the correct values to expect a proper displacement. What i find weird is why the sculpt
model using displacement map feature seems to interpret a greyscale map differently to what mudbox would generate.
Just wondering what you guys think?
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if you use a 32bit map out of mud black is zero and negative black is negative displace… hope you understand..? you ca see the negative value in the image by klicking on the
green square icon in the mud image browser…
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I am having the same problem. I have a model and a 32 bit displacement map from zbrush, and I am trying to import it into mudbox and create a displacement operation, but it is
only pushing out. Your reply (OGLU) is helping, at it least explains why this happens. The next question would be how do I adjust my displacement map so I get negative values
from grey and down. Do I have to create a new displacement map in zbrush using negative values for minus (how?) or can I fix this with Photoshop?
--
Markus Schille
3D Games Artist
Current System:
ASUS F3Sv laptop, Windows Vista, Geforce 8600 GS 256 mb, 2 Gig ram, Intel Core 2 Duo 2.0 GHz, 3DSmax 9 servicepack 2.
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Benjamin, Where did you generate the displacement map?
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hey,
the map was painted in photoshop by a professional. It is actually an 8k map.........hi res which i reduced down to 4k.
Author: Benjamin Bigiel
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Replied: 05 November 2009 06:20 PM
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“What i find weird is why the sculpt model using displacement map feature seems to interpret a greyscale map differently to what mudbox would generate.”
This is not the case with me.
I generate a dispalcement map in Mudbox, delete the higher levels, subdivide then apply the dispalcement map to my model with Sculpt using diplacement and I’m back to my
original model.
Did you load the Mudbox generated disp map into photoshop and save it back out?
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This is not a “mudbox generated map”. Its a hand painted photoshop displacement map. Meaning....black should displace negative, grey should be no displace and white
positive displace. They are 16bit displacement maps which have been used previously, so they do work.
Author: Benjamin Bigiel
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Replied: 05 November 2009 06:50 PM
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