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Thread: Multiple displacement maps for one object

  1. #1

    Multiple displacement maps for one object

    I't been a long time since I last used displacement maps for anything. Now I have a character with multiple surfaces / UV maps. How would I go about displacing these various areas?
    ~~Phil Nolan
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  2. #2
    I would give each area a different weight value (same map).
    then plug that weight map into a gradient,
    make a key in the gradient for each different value,
    show output on keys,
    then plug each texture into its respected key (You can still use textures with uv maps),

    another way is to have one uv map with all your polys,
    then in photoshop section of each area of the UV map with different shades of gay 10%, 20%, 30%...,
    then plug that into a gradient,
    and do the same as above...

  3. #3
    Hmm... I'll look into those thanks. Another suggestion I got was to use a Layer node and pile them all into that.
    ~~Phil Nolan
    www.philnolan3d.com - Twitter - YouTube
    Win 10 Home x64, Core i7 3.4 GHz, GeForce GT 640, 16GB RAM
    Laptop: Win10 x64, Core I7 8th gen, 1.8 GHz, 16GB RAM

  4. #4
    Registered User miguel_dthings's Avatar
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    Quote Originally Posted by Philbert View Post
    Hmm... I'll look into those thanks. Another suggestion I got was to use a Layer node and pile them all into that.
    Yes that works. To have them stack nicely, I like to first place a grey (127,127,127 RGB) image at the bottom, and set the displacement maps blending mode to overlay.

  5. #5
    Or you could just do it in the surface editor with bump displacement...
    The only reason I suggested my way is cause if you have different vectors for each displacement you can plug the vectors into the color key of the gradient and your texture in the scalar key...

  6. #6
    Quote Originally Posted by miguel_dthings View Post
    Yes that works. To have them stack nicely, I like to first place a grey (127,127,127 RGB) image at the bottom, and set the displacement maps blending mode to overlay.
    What projection do you use for that grey image? It couldn't be UV like the others because then it wouldn't effect everything above, just whatever UV you select.
    ~~Phil Nolan
    www.philnolan3d.com - Twitter - YouTube
    Win 10 Home x64, Core i7 3.4 GHz, GeForce GT 640, 16GB RAM
    Laptop: Win10 x64, Core I7 8th gen, 1.8 GHz, 16GB RAM

  7. #7
    Registered User miguel_dthings's Avatar
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    Now I'm not sure I got your question right the first time. In your example your displacements don't overlap? my advice was for having several maps combined for animated displacements, etc. Anyway, use any of the planar projections. As long as the maps set to overlay have something grey at the bottom to composite with it should work.

  8. #8
    No they don't overlap. See it's a character, I have different UV maps for different parts, head, torso, arms, etc. In order to avoid this weird zig-zag effect I have a separate surface for each UV map. The problem of course is that
    ~~Phil Nolan
    www.philnolan3d.com - Twitter - YouTube
    Win 10 Home x64, Core i7 3.4 GHz, GeForce GT 640, 16GB RAM
    Laptop: Win10 x64, Core I7 8th gen, 1.8 GHz, 16GB RAM

  9. #9
    Registered User miguel_dthings's Avatar
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    well, then just a layer node containing every disp map with its respective uv map assigned should do it. There is no need for the grey image at the bottom or the overlay mode since they don't overlap.

  10. #10
    Ah OK, thanks
    ~~Phil Nolan
    www.philnolan3d.com - Twitter - YouTube
    Win 10 Home x64, Core i7 3.4 GHz, GeForce GT 640, 16GB RAM
    Laptop: Win10 x64, Core I7 8th gen, 1.8 GHz, 16GB RAM

  11. #11
    Stuck in a very big cube Waves of light's Avatar
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