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Nope, you can't use a normal map as a vector displacement map. This is because in a normal map, all vectors have unit length (because they are normals). Obviously this is not what you want...
SP3 is looking promising. Do you think it will be possible for Zbrush to generate vector displacement maps, or is it somewhat procedural from inside MAX?
Do you know anything more about it..please do tell
All I will say is this - I spent months, literally months, trying to get a really good human skin shader out of the VrayMat. I went through maybe 100 iteration till I got exactly what I was looking for.
The new vray skin shader gave me almost exactly the same effect in under 30 minutes of testing it.
So, what are the benefits or vector displacement over normal displacement ? What extra things could you possibly do with it ?? Sorry, but my techincal knowledge of this is non existent so any image references would be good for my understanding..
Well in modo the vector displacement works in that you can have displacements that don't just go positive or negative from the polygon normal but in other directions as well.
You can save out a vector map of an ear shape from a 3d model and then use vector displacement to recreate that ear the same way it would be as pure 3d geometry.
There was a video of it on the modo site where Brad Peebler saves an ear into a vector disp map then uses the vector disp map as a stamp when sculpting and he stamped a bunch of ears on a sphere and they had parts that you couldn't just do with going positive or negative on the poly normal.
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