![]() ![]() It's a trick to make it possible to paint displacement on a higher reolution than possible to show. What you refer as vector displacement is normal map displacement or what you now should call it. Vector displacement makes it possible to sculpt in 3D not only in normal direction. 3DC just lacks the sculpting tools only accessible in mesh base sculpting aka "sculpt mode" in its vector displacement mode. Both have mesh base sculpting and vector displacement sculpting. If Luxology wants to say what tangent space method they are using, I'd be happy to try to code an XSI shader to make it render correctly.Īctually, by default when your painting "depth" that is vector displacement. Where it gets even more complicated though, is the fact that there are a number of ways to define tangent space. This could all be done in the XSI rendertree. Also there would probably need to be a scaling factor included. This would need to be shifted to 0,0,0 which is what I used. Modo's vector displacement maps are centered at 0.5, 0.5, 0.5 by default. The addon also accepts a tangent property lookup input because you're generally going to want to use a tangent space vector map so you can deform your object and still have the displacement work correctly ( it's completely analogous to tangent space normal maps). The rendering part of it mainly just exposes the vector displacement capability which is already in Mental Ray. I wrote an XSI addon which will generate and render vector displacement maps in XSI ( you can download it here: toward the bottom of the page ). Modo, Zbrush and Xsi use maps that centered at 0.5 0.5 0.5, but Mudbox use floating point maps centered at 0 0 0 (They are harder to touch up, without changing the luminance, or the gamma value, if anyone konws a tip. Only Modo actually export vector displacement maps. There are more file format, like 8 bits or 16 bits vector pics, but they are clamped, stepped. that's why the display between the 2 apps is different.Īctually, when you want to sculpt a model in Modo, you'll have to create first (or load) a file that set the sculpting mode :Ī greyscale 16 bit map to sculpt in Normal mode, or a floating point map to sculpt in vector mode. exr format.ģD coat dosen't handle vector displacement sculpting yet. Modo can't create or read float tif format, that's why i had to convert it back and forth to. I exported a vector displacement map from Modo in Exr Format, then converted it in float Tif format, imported this map in 3d Coat. ![]()
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