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melampo
10-28-02, 02:57 AM
hi everibody, i'm new users and i have some question; i'm using the zbrush 1,5 version.
When i put a texture in alpha mode and then i load this texture like a mask, why the resolution around the object is not clear or defined (i try to use a sphere with many subdivision and a big resolution texture map).
This process is called displacement map?
If not in which way i can obtein somethink like a pixolator's dragon?(great)
Thank you for all reply and sorry for my bad english
Leo

DM
10-28-02, 03:29 AM
The feature that will produce Pixolators dragon result, will be included in the next 1.5 update, so I understand. Welcome to the forum. :)
Dave

Fouad B.
10-28-02, 07:02 AM
hi and welcome !! :D

melampo
10-28-02, 09:59 AM
Thank you
by
Leo

aurick
10-28-02, 02:13 PM
Yes, the current form of displacement mapping involves an alpha mask like what you were trying. The mask is completely dependent upon the polygons of the object, and so will always have jagged edges.

The bonus upgrade will allow you to paint a displacement map that does not rely in any way upon the geometry of the object underneath. So a model with 8,000 polygons could look like it had a million!

Bruce Gregory
10-28-02, 04:27 PM
Aurick:

If it looks like it had a million polygons, is that just in ZBrush, or will that translate to other programs as well? Many of us need to output results for use elsewhere. In other environments, the success of displacement maps depend heavily on polygon density. Does the new method somehow overcome this limitation?

sincerely,

Greg Smith