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View Full Version : need help: UV Displacement map not working in LW 9.3!



dwburman
09-14-2007, 09:45 AM
I'm working on a project with a lion model. I wanted to add some muscle detail without remodeling the thing. I had the idea to add the detail with a displacement map. I tried it out last night in LW9 on my laptop to see if it'd work and the test was successful. I went to use the technique today (after painting a muscle displacement map) and I am completely unsuccessful in applying the map in LW 9.3.

The other projection modes work but UV projections don't.
http://dwburman.com/webpix/LW93_disp_planar.jpg
http://dwburman.com/webpix/LW93_disp_UV.jpg

I tried again in LW 9 and again had success. This time I noticed that with UV maps, you have to have MipMaps set to "Off".

http://dwburman.com/webpix/LW9_disp_MipMapOff.jpg
http://dwburman.com/webpix/LW9_disp_MipMapOn.jpg

Disabling the MipMaps in LW93 didn't allow the UVs to work. I know NT did some work on mipmaps. I wonder if it broke something important.

I can't use bump displacement b/c the procedural texture on the teeth goes crazy.

We don't have any PCs here and rendering in 9 on our new Macs is slower, not to mention the radiosity in 9 hadn't been reworked yet.

also, I tried a few different node set ups in both LW9.3 and LW9

Does anyone know a way around this?

Thanks

Sensei
09-14-2007, 09:57 AM
Did you try Smoothed Normal instead of Normal?

Sensei
09-14-2007, 10:03 AM
On 1st pic I see that you used Color as input for Scale - this means that only red component will be used and green & blue will be ignored.. It should not matter as long as pic is pure grey..

On 3rd pic you connected Color directly to Displacement Input - this means that the all RGB will be treated as vector, but they are in values 0.0-1.0, it'll be quite weird deformation - only additive..

dwburman
09-14-2007, 11:30 AM
I tried several different connections but didn't bother posting screen shots of them. The problem is that whenever I set the picture projection to UV the displacement becomes disabled. The way I have things set up may not be optimal or right, but in 9.0 I can get deformations using a UV map and I cannot do the same in 9.3.

It does work in 9.2 so at least I can take advantage of the faster GI algorithms and won't have to re-light 10 shots... but the render will be slowed by the PPC to Intel translation.

:(

MooseDog
09-15-2007, 08:47 AM
see if this helps:

plug the luma value of the uv image into a multiply node, run the multiply node into your scale node.

with pixel blending and mip maps set to off, i get nicely controlled (by tweaking the multiply node) deformations with uv maps in 9.3.

good luck:thumbsup:

dwburman
09-16-2007, 11:39 AM
Thanks Moosedog, but that didn't fix the problem.


I was able to track the problem down to the object having multiple UV maps.

In the attached pix and file, the ball on the left has 2 UV maps and the ball on the right has 1 UV map.

In LW9.2 both balls get displaced.

In LW 9.3 only the ball with one UV gets displaced.

My object has two UV maps, one for the pelt and another for the face.

What's the email address for bug reports?

othornton
09-16-2007, 12:37 PM
[email protected] I think. There's a sticky at the top of this Support section about reporting bugs.

-Oliver

Sensei
09-16-2007, 02:06 PM
In LW 9.3 only the ball with one UV gets displaced.


I tried it and it looks like more complicated that just that - try using on left ball ball2b uv.. Bottom of the ball will be displaced as it should.. :)

Sensei
09-16-2007, 02:12 PM
I deleted ball2a uv, made new uv Texture, and now both uvs are visible in node editor..

MooseDog
09-16-2007, 09:30 PM
curiouser and curiouser. good catch dwburman, and good reserarch sensei.

i'll keep all this in mind as well going forward. thx!

that e-mail wworks, as does

https://secure.newtek.com/FogBugz/default.asp?pg=pgEditBug&command=new

for their fogbugz system

dwburman
09-17-2007, 07:14 AM
Yay, I caught a bug.

fogbugz seems to be down so I sent an email.

dwburman
09-17-2007, 07:35 AM
Sensei's new UV map covers the whole object, not half of the object.

If I want this to work, I guess I'll have to make a new UVmap that includes all of the geometry of the object... or at least all the geometry of the mesh that's connected. The lion's mane isn't attached to the body.