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sublimationman
02-18-2013, 10:08 PM
I can't think of what this is called so I can't search for it. I need to deform a mesh using a B/W image (jpg). I have done this before a long time ago and I am sure I saw a tutorial (WV) on it but because I can't remember what it's called I can't do a proper search.

Thanks!


Edit::

I thought I would explain what I am doing to make this a little clearer. I have artists that work in clay, they will send me their "signature" (normally stylized initials) in a jpg file. I will then use Lightwave to create 3D geometry from the jpg and print it on my 3D printer. I will then return to them a physical stamp to press into clay on each piece of their artwork.

jeric_synergy
02-18-2013, 10:30 PM
Displacement mapping?

Dexter2999
02-18-2013, 11:02 PM
http://www.youtube.com/watch?v=rzjXwyRgeCQ

adk
02-19-2013, 12:55 AM
http://www.youtube.com/watch?v=PuLYtM1BUWk
...maybe this

sublimationman
02-19-2013, 05:19 PM
That's good results. Unfortunately there is no audio and I can't read the menus and such he is going through, it's all blurry from being small.

jeric_synergy
02-19-2013, 05:41 PM
Did you try turning up the YouTube resolution? It's in 1080. 8~

Anyway, here's the key plugin:
http://amber.rc.arizona.edu/lw/texturescape.html

XswampyX
02-19-2013, 05:47 PM
Here's one that's more akin to what you are trying to do.


http://youtu.be/8zkWN4z--0A

You might want to flip the image 1st as if this was a stamp the letters would be backwards.

Cheers!

sublimationman
02-21-2013, 01:57 AM
>>Did you try turning up the YouTube resolution? It's in 1080.

Stupid me, I thought if you picked the larger sizes it did this automatically.

Thanks!

sublimationman
02-21-2013, 02:28 AM
Swampy, thats great. I have one issue with that method and that is even though I have a quad core I7 (iMac) with 16g RAM whenever I set display subpatch above 5 or 6 (depending on object) my machine basically thinks about it forever. A setting of 8 might take 20 minutes and every time you click on anything it freezes again. Something like 24 could take days.

My machine is fast but it seams like Lightwave does not take advantage of all 8 cores unless rendering. It only uses a single for other math.

zardoz
02-21-2013, 02:55 AM
what kind of subpatch are you using? Catmull? use lower values for catmull. If it is the regular lightwave subpatch you can use higher values. In Modeler make sure of what subpatch are you using.

erikals
02-21-2013, 03:32 AM
maybe >

Lightwave test - Terrain in Modeler
http://youtu.be/XnDmhSkR-f4

prometheus
02-21-2013, 07:03 AM
Swampy, thats great. I have one issue with that method and that is even though I have a quad core I7 (iMac) with 16g RAM whenever I set display subpatch above 5 or 6 (depending on object) my machine basically thinks about it forever. A setting of 8 might take 20 minutes and every time you click on anything it freezes again. Something like 24 could take days.

My machine is fast but it seams like Lightwave does not take advantage of all 8 cores unless rendering. It only uses a single for other math.

Fast doesnīt say much, provide system specs and that would tell more, especially onboard ram, besides, geometry handling is most likely dependent on graphics card and memory there in.

Also, donīt use catmull clark for this, just standard subpatch, so be sure to check that as mentioned.
And...how many divisions do you have for the base poly ..before you hit the tab subpatching, you can set that lower and control the level inside of layout instead.
a huge difference between a 50 division and 100 division and then raising subpatch levels.

There could be openGL settings that slows things down too, try different shading methods,multitexturing and GLSL, also might check geometry acceleration in openGL display.


michael

Surrealist.
02-21-2013, 07:32 AM
It does sound like it is more geometry that is slowing this down. Also I have heard that LW nodes are also slower. But I am not sure it relates to this or not.

The process however should be very simple.

UV map the image from photoshop with blurred edges around the signature. Simply apply a blur to it.

In Layout all you have to do is map that image to the surface with the UV applied to the bump channel.

On the object properties tab under Deform use "enable bump" and control it with the distance param. For something like this it is fast and easy. I have done similar things with a much much slower machine up to 8-10 levels For something simple like a sig this should work fine.

And also as mentioned. Do not use Catmull Clark.

prometheus
02-21-2013, 07:38 AM
On the object properties tab under Deform use "enable bump" and control it with the distance param. For something like this it is fast and easy. I have done similar things with a much much slower machine up to 8-10 levels For something simple like a sig this should work fine.


Using enable bump in displacement tab might be very slow..from what Ive seen.

If he is going to create some text bevel or small detail where else the rest is flat, I would recommend checking APS levels, and adjusting subpatch levels with weight maps, so to simple paint the small
area that is supposed to be displaced with weightmap, and the non weighted areas will not be subpatched.

Michael

hrgiger
02-21-2013, 07:50 AM
Here's one that's more akin to what you are trying to do.


http://youtu.be/8zkWN4z--0A

You might want to flip the image 1st as if this was a stamp the letters would be backwards.

Cheers!

Instead of using an invert node, could you have just put in a negative value in the displacement panel?

jeric_synergy
02-21-2013, 11:54 AM
I'm beginning to think this is a fundamentally flawed approach: What about scanning your artists' initials, auto-tracing in Illustrator, exporting an *.ai file, and importing that into LWM?

Then use Boolean add/subtract/whatev to create the mesh for your 3d printer.

Can you post a representative bitmap of the initials?

XswampyX
02-21-2013, 12:36 PM
Yep some guide would be good.

Here's the elvis sig, put through texturescape without any sub-patching.

It looks ok to me!

Dexter2999
02-21-2013, 02:14 PM
I'm beginning to think this is a fundamentally flawed approach: What about scanning your artists' initials, auto-tracing in Illustrator, exporting an *.ai file, and importing that into LWM?

Then use Boolean add/subtract/whatev to create the mesh for your 3d printer.

Can you post a representative bitmap of the initials?

ai or EPS?

zardoz
02-21-2013, 02:25 PM
you can export .ai (version 8 if I'm not mistaken. Above that and it doesn't import)

jeric_synergy
02-21-2013, 02:36 PM
Well, Swampy got a good mesh out of Elvis, so maybe it'll be fine.

sublimationman
02-21-2013, 05:33 PM
OK it turns out I was using Catmull-Clark.

I think I will try the illustrator method as well. Not sure how well the 3D printer will handle the high poly count of the displacement method.

Thanks everybody for the help!!

prometheus
02-21-2013, 07:12 PM
Oops...It helps to read properly I suppose, Missed the 3d print part:) so forget my APS for rendering.

As Jeric mentioned, I think you should scan it, trace it, export with eps 8, and convert it to spline curves, use some spline extrude plugins.

Michael

Surrealist.
02-23-2013, 08:57 PM
Using enable bump in displacement tab might be very slow..from what Ive seen.

If he is going to create some text bevel or small detail where else the rest is flat, I would recommend checking APS levels, and adjusting subpatch levels with weight maps, so to simple paint the small
area that is supposed to be displaced with weightmap, and the non weighted areas will not be subpatched.

Michael

Yeah that is a good idea.

EDIT: In General I suppose - 3D printing aside.

It has been a while for me here are some threads that might also shed light on the subject in general (something I had done quite a lot of experimenting with in the past):

http://forums.newtek.com/showthread.php?78993-Displacement-disappears-when-subdivision-order-set-to-quot-last-quot

http://forums.newtek.com/showthread.php?63537-Where-do-I-put-a-displacement-map-in-LW9

http://forums.newtek.com/showthread.php?83471-Distance-To-Object-Won-t-Displace

It is a quite complex subject with many variables and the links cover most of them.

Though currently with nodes there are more options of course and some of the Dp plugs solve some issues and add functionality we did not have previously.