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  • Control displacement mask

    Hi-

    When I create a displacement mask in Photoshop, how do I control the mapping on the geometry? I would to use a mask in the Autograss density slot, but I can't preview it and I don't know how I can have control over it's location across the geometry.
    Bobby Parker
    www.bobby-parker.com
    e-mail: info@bobby-parker.com
    phone: 2188206812

    My current hardware setup:
    • Ryzen 9 5900x CPU
    • 128gb Vengeance RGB Pro RAM
    • NVIDIA GeForce RTX 4090
    • ​Windows 11 Pro

  • #2
    Hmm this is a slightly unclear question - do you mean you're putting autograss on a displaced surface and you're unsure of it's final placement?

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    • #3
      I guess the objects UVW would be fit and then I would adjust the tiling of the texture map.
      Bobby Parker
      www.bobby-parker.com
      e-mail: info@bobby-parker.com
      phone: 2188206812

      My current hardware setup:
      • Ryzen 9 5900x CPU
      • 128gb Vengeance RGB Pro RAM
      • NVIDIA GeForce RTX 4090
      • ​Windows 11 Pro

      Comment


      • #4
        Ah sorry - you're talking about the way a texture map would flow along a surface during render time displacement? As in since it's now on a wobbly surface, you'd like the map to flow along those new up and down sections rather than just stretch like when you were using a simple planar projection?

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        • #5
          well... let's say I print my screen and paint my texture. When I drop the painted texture in the Vraydisplacmentmod slot (for example) how do I scale it without screwing up my diffused mapping. Do I play with the texture maps tiling? If this is confusing I can record my workflow.
          Bobby Parker
          www.bobby-parker.com
          e-mail: info@bobby-parker.com
          phone: 2188206812

          My current hardware setup:
          • Ryzen 9 5900x CPU
          • 128gb Vengeance RGB Pro RAM
          • NVIDIA GeForce RTX 4090
          • ​Windows 11 Pro

          Comment


          • #6
            I getcha - just use multiple mapping channels if you're worried about messing things up - you can assign a different number mapping channel with a second uvwmap modifier and then set vraydisplace to use this second mapping channel. Rather than print screening you could also map your object with uvw channels, stick on an unwrap uvw modifier on it and then in the uvw editor window use tools > Render uvw template to get an exact guide that fits your mapping coordinates perfectly.

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            • #7
              you can also try canvas painting in max, it works quite well for these kind of things.

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              • #8
                I think you can map it as you want because Autograss uses realworld coordinate for the ground texture and the grass itself, so mapping your density to fit the area would work....I did it before, but i don't remember if I did something special (i'm getting old).

                Fernando
                Last edited by flino2004; 19-07-2011, 07:33 AM.
                show me the money!!

                Comment


                • #9
                  canvas painting in max
                  Worked great!
                  Bobby Parker
                  www.bobby-parker.com
                  e-mail: info@bobby-parker.com
                  phone: 2188206812

                  My current hardware setup:
                  • Ryzen 9 5900x CPU
                  • 128gb Vengeance RGB Pro RAM
                  • NVIDIA GeForce RTX 4090
                  • ​Windows 11 Pro

                  Comment

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