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help: understanding uv mapping and displacement.

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help: understanding uv mapping and displacement. Empty help: understanding uv mapping and displacement.

Post by wheay Sat Dec 27, 2008 4:54 pm

pa delete nalng po pag may post na na ganto.

mga bossing tanong ko lang po pano po ba gumawa ng displacement sa max?
meron akong nakitang software like crazybump pero may bayad eh. wala bang ibang paraan?

cka meron po bang tutorial na gawa ng member natin sa pag gamit ng uv mapping.(para tagalog, hehe!) mejo mahirap intindihin ung part na to sakin eh. ung pag color ng skin at ung paraan para ma uv map? noob po talga eh pag dating sa ganto.

maraming salamat po.
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Post by nomeradona Sat Dec 27, 2008 5:39 pm

just use photoshop whey, kahit i konvert mo yung image mo into black and white pwede mo ng gamitin na displacement map.
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Post by wheay Sun Dec 28, 2008 9:49 pm

diba po pag black and white un eh magiging bump lang sya? tama po ba? kc pag displace alam ko mas nag sheshape sya eh. cencia na po d ako gano marunog pa dito eh.
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Post by bokkins Mon Dec 29, 2008 2:28 am

ung bump at displacement pareho lang ang concept. mas malakas lang talaga ang displacement kaysa bump. (makikita mo to pag sa sides mo tiningnan ang object. ung bump zero ang height while yung displacement merong height na depende sa value mo.) both are using the greyscale range para madetermine ang displacement or bump or height from origin na zero(sa case ng displacement).

ito ang sample table ng height ng displacement based sa value ng greyscale value.

kung ang value mo ng (vray)displacement ay 100m:
1. black = 0m
2. dark grey = 25m
3. grey = 50m
4. light grey = 75m
5. white = 100m
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help: understanding uv mapping and displacement. Empty Images on (vray)displacement

Post by bokkins Mon Dec 29, 2008 2:37 am

Ito ang mga test na nagawa ko today. and guess what, ang dami ko nadiscover. astig! Smile

start tayo. itong unang image is the map na ginamit ko dito. (I used vray displacement dahil nagagandahan ako sa output, pro ung concept ay same lang with others.)

DISPLACEMENT MAP 1
help: understanding uv mapping and displacement. Bumptest
RESULT 1 - Pansinin mo ang mga white, pinakamataas ung height. value ko dito is 1.0. So ung mga black ay 0.0, ang mga white ay 1.0 while ung mga greys ay nasa gitna ng 0.0 - 1.0.
help: understanding uv mapping and displacement. Test01

DISPLACEMENT MAP 2 - REVERSED
help: understanding uv mapping and displacement. Bumptestinverted
RESULT 2
help: understanding uv mapping and displacement. Test01invert

GREYSCALE
help: understanding uv mapping and displacement. Greyscale
GREYSCALE RESULT
help: understanding uv mapping and displacement. Testgreyscale-1

GRADIENT
help: understanding uv mapping and displacement. Bumptestinverteddisplace
GRADIENT RESULT
help: understanding uv mapping and displacement. Testgradient-1
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Post by bokkins Mon Dec 29, 2008 2:47 am

Vray displacement setup
help: understanding uv mapping and displacement. Vray-displacement
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Post by wheay Mon Dec 29, 2008 3:33 am

wow! astig na astig talga po kayo. ang dami nyong alam at shineshare nyo. salamat po sa bago kong natutunan sainyo. pinag kaabalahan nyo pa talaga mag render at mag print screen. Embarassed
im glad nakatulong din ako sa mga bago nyong natuklasan. kung nakatulong nga ako dahil sa tanong ko. hehe! Very Happy

merry christmas and happy new year din po.
tunay po kayong astig kaybigan.
thanks. 2thumbsup
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Post by bokkins Mon Dec 29, 2008 3:38 am

no problem bro. ung uvw mapping na sinasabi mo, unwrap uvw mapping yata ung gusto mong matutunan. meron ako alam konti. share ko din dito. everytime kasi kinakalikot ko tong max, madami ako nadidiscover. kaya thanks din. sana maishare mo din sa iba ang mga natutunan mo. tambay ka lang dito bro. madami ka din madidiscover. saka tanong ka lang. try natin solve yan at the same time compile natin para sa mga future pa na questions. also, try mo din mag hanap sa help ng max, at google. m sure madami din dyan. good luck bro! 2thumbsup
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Post by vamp_lestat Sat Mar 21, 2009 9:20 am

ang galing ng pagkagawa mo nito master bokkins.. Very Happy
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Post by v_wrangler Mon Mar 30, 2009 6:18 am

Just to add:

Bump mapping alter the render normals so that the object appears recessed. While displacement is pretty similar, the former does not affect the silhouttes unlike displacement mapping which make them appear - well , displaced as well.

Contrary to popular belief - displacement starts at RGB 128,128,128 meaning - values that goes above it will displace the surface above the object's original normals, anything below, will bring it down.
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Post by KONGRESMAN Mon Mar 30, 2009 7:45 am

v_wrangler wrote:Just to add:

Bump mapping alter the render normals so that the object appears recessed. While displacement is pretty similar, the former does not affect the silhouttes unlike displacement mapping which make them appear - well , displaced as well.

Contrary to popular belief - displacement starts at RGB 128,128,128 meaning - values that goes above it will displace the surface above the object's original normals, anything below, will bring it down.



sorry nde ko po ma-gets

can u elaborate it much further!!!
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Post by v_wrangler Mon Mar 30, 2009 7:56 am

mahilig ka rin sa brazil?

Bumps - itataas nya o ibaba ang surface ng object base sa greyscale map mo. Kung mapapansin mo - iyang bumps ay makikita mo lamang sa loob ng object, imagine mo ang isang sphere, makikita mo ang bumps sa loob ng sphere pero ang silhoutee nya ay hindi magbabago. Kasi bumps only make it look like there are distortions on the object surface.

Ang displacement naman, binabago niya ang topology ng object mo during rendertime, para syang bumps in steroids pero ang pinagkaiba - mapapansin mo na pati ang silhoutte/topology ng object ay nagbabago rin.

Eto ang bump para sa yo!
help: understanding uv mapping and displacement. Tn_bump

Eto naman ang displacement para sa yo!
help: understanding uv mapping and displacement. Tn_displ

images coutesy of spot3d.com


Pinahirapan mo ako dun ah.


Last edited by v_wrangler on Mon Mar 30, 2009 8:06 am; edited 1 time in total
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Post by v_wrangler Mon Mar 30, 2009 7:58 am

Yoon naman na RGB value na 128 (grey) that's the original surface value or zero displacement.
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Post by bokkins Mon Mar 30, 2009 10:01 am

v_wrangler wrote:Yoon naman na RGB value na 128 (grey) that's the original surface value or zero displacement.

wow hindi pala white. thanks vertex! 2thumbsup
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Post by ERICK Mon Mar 30, 2009 6:41 pm

v_wrangler wrote:Yoon naman na RGB value na 128 (grey) that's the original surface value or zero displacement.

dami ko talaga natututunan sayo... astig inuman na
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Post by setheichel Wed May 13, 2009 7:11 am

wow!!! ayos to! weheheheh sinubukan ko maglagay ng random texture sa model ko, namaga yung model ko XDD

ambagal magrender pag sa vray ginamit, mas mabilis pag sa mentalray
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Post by jackyrulezs Wed May 13, 2009 7:50 am

galing talaga..... isa pa !! more tuts pa please....
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Post by v_wrangler Thu May 14, 2009 9:55 am

Para kay steviewonder,

Nakalimutan kong banggitin - you can btw alter the densities of your bump map without fixing the whites to gray in photoshop. Just control the rgb levels or gain in the OUTPUT rollout of the bitmap.

Now what if the map is instanced and you can't touch the values in the output rollout? Then nest the bitmap into an OUTPUT MAP...

BTW, Do you know that you can stencil cut vray displacements? ay bukas na lang ulit..
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Post by jefferson01 Thu May 14, 2009 10:07 am

ayyyy.... binitin p ni sir vertex....
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Post by v_wrangler Thu May 14, 2009 10:16 am

bukas jeff, para di mo ako makalimutan.

Senglot na ako eh.

Pramis, ika nga ni Ate luds.
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Post by jefferson01 Thu May 14, 2009 8:53 pm

thenks sir... w8 ko e2 para apply ko sa entry ko.... additional info nnman from d vertex... thumbsup
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Post by v_wrangler Thu May 14, 2009 9:03 pm

Just put a check in the Water Level checkbox in the VrayDisplacement Modifier. Any surface below the value (its the z axis) you put in will be cut out.
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Post by uwak Fri May 15, 2009 12:07 am

salamat sa mga tutorials nyo sir bokkins and sir vertex! 2thumbsup
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Post by jefferson01 Fri May 15, 2009 5:57 am

v_wrangler wrote:Just put a check in the Water Level checkbox in the VrayDisplacement Modifier. Any surface below the value (its the z axis) you put in will be cut out.

un pala purpose nun??... 2thumbsup
info pa sir kng d naman masyadong kalabisan..... Very Happy
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Post by Ar_Can_EVSU Wed Jan 20, 2010 7:33 am

magandang guide to.. lalo na ginawa ni sir bokks at mga tips ni master vertex... kahit lumang forum na.. madami pa ring matututunan..
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