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View Full Version : Node Setup for Object Displacement.



VonBon
05-16-2010, 09:50 PM
Was wondering if there is a Node Setup that would
allow the use of multiple UV's/Textures to create
the displacement for the whole object.

probiner
05-17-2010, 12:11 AM
yes.
Do they overlap? how? Additive, Max?

Cheers

VonBon
05-17-2010, 09:29 AM
I took a character mesh inside ZBrush to create displacement maps.

When I exported the object I used the technique of offsetting the UV's
to get higher resolution maps.
(so i have multiple UV islands in different quadrents)

It works using the normal displacement plugin as far as the layering
of the different maps but the actual displacement doesn't show correctly.

I know the displacement shows correctly going through the
Deform Tab/Edit Nodes but i don't know how to layer the UV's/maps
through a Node setup, if it's possible.

probiner
05-17-2010, 11:02 AM
http://erikalstad.com/backup/anims.php_files/gotpics.gif (UV Map/s and UV Texture/s)

VonBon
05-17-2010, 12:53 PM
Im thinking of these as individual UV islands.
I offset them and applied each one to a surface
so i could still export an object file with one UV map
to get higher resolution images from the
UVís taking up a whole UV space.

VonBon
05-17-2010, 01:00 PM
These are the Displacement map textures but I have them
each in seperate files.

I did do one setup where I took the model and put all the
UV's under a single UV and did the texture in a strip
as it is in this file but it seemed to squish the texture.

probiner
05-17-2010, 01:28 PM
When you have put all the UVs in the UV space, how did you do it?

Well from the top of my head i don't know how LW can map UV textures outside the regular Tile, but this is how i would do it:

84898
Make a copy of the UV and Scale it like the picture with Transform UV (14,2857% is 100% dividing by 7, your number of tiles) so that all the islands go to the UV space. Now apply the single picture you posted normally (the square textures in a strip). Altough the UV is distorted, a non-square UV texture will also be distorted to fit the square UV Space so it will fit perfectly, i think.

Anyway was this method that gave you bad results? Hope some has a better answer :thumbsup:

Good Luck

Ps: by the way, how is the displacement behaving in those seams of yours. I don't know Zbrush much. Does it make UV border when you create the textures?

VonBon
05-17-2010, 06:57 PM
Thanks Prob that worked.

although as you expected the seams do show.
(the seams do not show in ZBrush)

I used PLG's [unweld at UV seams] for each UV texture

to get the UVs in one space i used the vertex panel.
I "right clicked" on the first UV and copied it and
gave it a name to put all my UV's in. then i copied
the others the same way and gave them the same name.

"Before I copy a UV, I select all the points of that UV
in the "UV window" and then unweld".