Vector displacement
#1
Posted 05 May 2008 - 07:03 PM
Please tell me if LW accepts 16-bit RGB tif-s as a source of vector displacement.
#2
Posted 05 May 2008 - 08:04 PM
#3
Posted 05 May 2008 - 09:25 PM
I try both 16 bit and 32 bit in lightwave and it was loaded and applyed on my object head.
best regards
#4
Posted 05 May 2008 - 09:54 PM
LW dispalcement talk on ZBrush forum
Attached is the LW9 node tree setup for ZBrush displacement maps as published by NewTek. Hope this helps...MG
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#5
Posted 06 May 2008 - 07:18 AM
#6
Posted 06 May 2008 - 07:44 AM
Mental Ray,
Modo
and Renderman.
That's a few, but a think that vector displacement will be more and more important in the future.
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#7
Posted 06 May 2008 - 08:23 AM
.BMP .JPG .JPEG .PNG .ICO .IFF .JNG .JIF .LBM .MNG .PCX .PBM .PGM .PPM .RAS .TGA .TIFF .TIF .XBM .XPM .WBMP .HDR .GIF Adobe PhotoShop .PSD EUlumDat .LDT .IES OpenEXR .EXR
#8
Posted 06 May 2008 - 09:56 AM
Of course, displacement along normal is what is working well even now. But I mean not normal displacement but vector displacement that contains not only grayscale, but also XYZ (RGB). How is it supported by LW, Carrara... Does it accepts tif RGB 16 as a source of vector displacement.
I don't know how vector displacements works, but I think some really math driven node freaks can make a nodetree that makes vector displacement possible in LW. LW supports both 16bit and 32 bit tiff, hdr and open-exr file formats.
#9
Posted 06 May 2008 - 09:57 AM
#10
Posted 06 May 2008 - 10:22 AM
#11
Posted 06 May 2008 - 11:02 AM
I think that it should work in tangent space (texture space),
it should measure the displacement delta vector (difference of position),
this can be rescaled by a user factor (Default = 1),
since it is coded in color like a normal map but should
works with negative displacements it need also a shift/rescale,
so a null displacement will be coded as a medium gray.
#12
Posted 06 May 2008 - 01:49 PM
Yes, its would be great. BTW, i started to use modo a few weeks ago, and i should tell that i am just loving this program. Max still my main sw and i still like it and i think that Max with all its plugins its a most powerful "generalist" tool in the market, especially if you have no R&D department working for you to make custom tools as you need them, but many things is just so much easier and faster to do in modoI believe Modo only uses OpenEXR file for vector displacement. Hopefully Andrew will support it in the future so i can take my vector displacement back and forth between Modo and 3DC
#13
Posted 06 May 2008 - 02:34 PM
World space is more easy to do because tangent space calculation metods are different.
#14
Posted 06 May 2008 - 02:56 PM
Does Modo/LW accepts word space or tangent space normalmaps?
World space is more easy to do because tangent space calculation metods are different.
LW prefer tangent space and it also works better for animation as tangent space normal maps also works with deforming objects when animating. World space normal maps is the worst as you can't rotate or animate object as the lighting will not appear correctly.
#15
Posted 06 May 2008 - 05:24 PM
Yes, accepts. I'd agree with Ztreem, object-space normals maps are no-go, we need tangent space maps.Does Modo/LW accepts word space or tangent space normalmaps?
World space is more easy to do because tangent space calculation metods are different.
Andrew, i am not LW user, but i seen it in modo forum, might be interesting for you (plugin that adds vector displacement node to LW9):
http://pagesperso-or...al_Nodes_2.html
#16
Posted 06 May 2008 - 05:40 PM
http://www.3d-coat.com/files/3d-Coat-209B3B-en.exe
#17
Posted 06 May 2008 - 06:05 PM
I cant belive how fast you are...I have made vector displacement import/export. Please test it because I have no application that can use it. I have trial of Modo 302 but I can't substitite map there (I never used Modo). The link is below:
<a href="http://www.3d-coat.com/files/3d-Coat-209B3B-en.exe" target="_blank">http://www.3d-coat.com/files/3d-Coat-209B3B-en.exe</a>
#18
Posted 06 May 2008 - 06:38 PM
#19
Posted 06 May 2008 - 07:00 PM
How to convert mesh to subpatches in Layout?
#20
Posted 06 May 2008 - 08:51 PM
I have a question to LW users: I have imported object into Layout (sphere.obj) but I can't apply subdivision on it on render level (and on view level also). It looks rough and faced anyway. How should I do?
How to convert mesh to subpatches in Layout?
There should be a button called G-Toggle Subpatch under the modeler tools tab that would make it to subpatches. If that doesn't work you have to load the object in modeler and press the 'Tab' key then save the object and load it into layout.
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