Wow that’s awesome. . .lynx 3d you rule. . . kudos to making a normal displace plugin . . . how does it handle the uv seams?
any chance you will make your plug available?
Thanks,
Tmac
Wow that’s awesome. . .lynx 3d you rule. . . kudos to making a normal displace plugin . . . how does it handle the uv seams?
any chance you will make your plug available?
Thanks,
Tmac
Hey Lynx3D,
are you going to share this normal displacement plugin with your fellow wavers?
Pretty please, with a cherry on top
Cheers
Serg
3DS Max 6, scanline renderer with only 1 iteration of meshsmooth.
Just like you wanted, I did not edit the model in any way
Cool hairs
Pilou
Hi guys,
For Lightwave, if you SmScale your model in a Morph Map in Modeler and use the Normal Displacement and Morph options you get very similar results as the Normals setting…but it’s waaaaaay faster.
Lynx,
I am curious as well about the UV seams. No one ever shows the back of these tests in Lightwave…which is where the seams ruin everything… unless you split it into two UV maps even using the same image map for displacement. This seams to fix the confusion of Lightwave not knowing which way to displace it’s seam Vertices cause it only has one choice.
Shannon
Well i just decided that version 1.0 of my normal displacement is ready… http://lynx.aspect-design.de/plugins/normal_displace_info.htm
Can’t guarantee that the gradient inputs will work as desired (but i tested weight maps)…oh and for some reason textures with Alpha produce artifacts.
It will show up as “NormalDisplacement”, so don’t click the “Normal Displacement” or you’ll waste a few minutes on a large mesh
About the UV-seam…yes, it is a problem because every point belongs to multiple polygons, so you have to decide for one poly, otherwise the mesh would “rip apart” (if you could unweld the points…but you can’t)
Currently i pick a “random” polygon, that should work just fine if your map has continous color across the seam.
This is how the backside of the head looks:
Lynx3D, I love you dude… not in a gay way tho… well u know what I mean
Thank you lynx3d . . . your plugins rule
Tmac
Thanks a lot Lynx3d but It seems like the link you gave is the “relaxUV_testversion2.zip” file
Ooops…corrected
Will mail the sources to Richard Brak in a second for compiling a Mac version.
Hey Lynx 3D, great work on the new plugin! I’m looking forward to testing it out (pleased you got the download fixed)
Btw, the method on this thread uses texture displacement which only displaces along a designated axis, like the Z.
However, I posted a more capable bump displacement scene file on Pixolator’s thread (page 10).
The seam artifacts are not as bad as using normal displacement, check it out- might give you more possibilities for developing the plug-in.
Edit- well I did some quick tests with Pix’s sword and it looks like your plugin totally rocks- cheers, man!
I’m curious if your plug solves positive and negative displacement. . .I’m testing it right now. . .thanks again for a great tool
tmac
Hm, LWs bump displacement indeed works nice on the sword (btw, if you set the bumpmap strength in the “Basic” panel to like 30% the displacement keeps the same, seems like the ‘fake’ bump is still extra) but the results are different, makes the handle thinner and blade tip thicker than mine
However on the smiling_man i just can’t get bump displacement to work, even with the trick to add a layer with “substract” mode consisting of a 50% gray image.
Actually i started writing that plug last year when i was still using LW6.5b…glad it still does quite well with zbrush maps
Two words… Holy crap!
Thank you so much Lynx3D. That’s fantastic!
Yeah, I agree- it seems the bump displace doesn’t work as accurately as the normal displace, you need that extra bump mapping to pad it out. But who cares, I’m using your plugin from here on- thanks again for your hard work
Well, I’ve done some testing and it does indeed work great, thanks once again Lynx!
A few observations:
HDRShop, when converting and flipping the image vertically in HDRShop to .HDR format I get a lot of banding on the displaced mesh in LW. If the image is converted to 8bit in Photoshop it looks fine in LW. I’d really like to be able to use the full 16bits… any chance in releasing that 16bit TIFF loader you mentioned you’d made in another forum?
Secondly, your Normal Displacement doesn’t seem to work well with more than one texture applied. I tried the original method in which they would normally be applied in LW, as two images, a positive and a negative set to additive and subtractive (which ofcourse you’ve solved due to your Luminence Center feature).
But, I have to say, I only tried that when I realised HDRShop was giving out funny results.
Many thanks once again!
Lynx3d . . . I just tried out your plug on a low res body. . .painted some bumps in zbrush. . .brought it back into lightwave. . .puts some bones into it to see how it works with that. . . pretty good results so far. . . .I had problems if I set my subdivison to anything but first. . .usually I use last or after bones. . . .also it doesn’t seen to push in as well as out. . .probly a lightwave limitation or my fault.
thanks tom
Thanks Lynx!
No more seams for us
Here’s a tip regarding HDR displacement maps:
Sometimes it’s necessary to adjust the contrast of the displacement map to get the best final results. Try using the free program CineGimp - where you can adjust levels, curves, all that photoshop stuff while maintaining the HDR format in your output. Though it may somewhat be redundant with the new luminace center function in this plug. Just a tip!
Matoo: haven’t experienced any banding here. The above displacement was run through HDRshop without any problems
CiaranM (AKA Finkster?):
Interesting. I tried it again, I even had a look - maybe I had an old version of HDRShop… nope, and still the same banding. It’s as if it has converted it to 8bit.
Did you do the vertical flip in HDRShop? - maybe if you did that bit in CineGimp? (CinePaint - whatever it’s called now), maybe that’s where HDRshop is messing with it?
Lynx3d- Thanks so much! This is excellent.
Can we send beer, wine or cash in return? Works perfectly minus the displace order of course, and I haven’t fully looked at it, but looks like blending between two different dmaps doesn’t work (I get spikes in random places).
Mattoo- not sure if you saw it, but someone (don’t remember who) posted (don’t remember which thread) that if you rename the extension on the dmap zbrush outputs from
.tif to .tiff , LW reads it just fine with no conversion. Which is, suprisingly, the case.