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  • Displacing iwth different mapping channels

    Hi,

    I'm really frustrated at the moment that I apparently cannot use multiple mapping channels for use with displacement (neither max "displacement" modifier nor VRay Displacement Modifier).

    What I got:
    A scene which consists of a landscape and a lake in the middle and a shore in the foreground.

    What I want:
    1: A different displacement map for everything below the water (water level = z 0)
    2: A different displacement map for parts of the foreground, ideally via screen-mapped texture, so I can paint in PS where I want this other displacement map

    I tried different mapping channels:
    1 = Default channel for the two different displacement textures, mapped planar from the top on the landscape
    2 = Channel for a gradient ramp defining white = below water, black = above water, mapped frontally through the landscape
    3 = Baked screen-mapped texture, essentially just a mapping containing the whole landscape in from U/V coords = 0 to U/V coords = 1. Nothing fancy, basically the same as when you press the "fit" button in UVW map.

    What I experience:
    None of the other mapping channels (2 and 3) gets used to actually define the displacement map, they all act as a mask for where to use the one displacement map and where to use the other one. As I said, both the actual displacement maps use the same channel (1).
    Now the displacement modifier just presses the mask maps also in mapping channel 1 which of course messes them up and they don't work/look properly anymore.



    Is there any way I can use multiple mapping channels or do I really have to make one all-containing UVW map modifier in say channel 1 and adjust all the maps via offset/tiling in the texture node itself? This would get really messy really quickly I think. Any other way? Am I completely stupid and it works really easily through some other approach? Unwrapping is not necassary since it's akinda flat landscape...

    Edit: Sorry for the typo in the title...
    Last edited by Art48; 10-06-2016, 03:08 AM.
    Software:
    Windows 7 Ultimate x64 SP1
    3ds Max 2016 SP4
    V-Ray Adv 3.60.04


    Hardware:
    Intel Core i7-4930K @ 3.40 GHz
    NVIDIA GeForce GTX 780 (4096MB RAM)
    64GB RAM


    DxDiag

  • #2
    Is there any script maybe which can "remap" mapping channels? Say I want my currently in channel 4 placed bitmap to automatically adjust the parameters like tiling/crop/offset in a way that it can sue map channel 1 and look the same?
    Software:
    Windows 7 Ultimate x64 SP1
    3ds Max 2016 SP4
    V-Ray Adv 3.60.04


    Hardware:
    Intel Core i7-4930K @ 3.40 GHz
    NVIDIA GeForce GTX 780 (4096MB RAM)
    64GB RAM


    DxDiag

    Comment


    • #3
      Many views and no reply? Noone got an idea? Is this a stupid question? Am I missing something? Is my explanation of what I want lacking?
      Software:
      Windows 7 Ultimate x64 SP1
      3ds Max 2016 SP4
      V-Ray Adv 3.60.04


      Hardware:
      Intel Core i7-4930K @ 3.40 GHz
      NVIDIA GeForce GTX 780 (4096MB RAM)
      64GB RAM


      DxDiag

      Comment


      • #4
        I'd have to see your material and displacement setup but, I'm assuming you aren't using 3D mapping with Use object mtl checked. There are ways around it but, by default both 3dsMax's displacement and VRay's Displacement function on texture channel 1.

        Click image for larger version

Name:	DisplacementMultiChannel.JPG
Views:	1
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ID:	862386

        I tried to build what you described....I hope this helps.
        Neal Biggs

        3D Generalist | Freelance | Founder | Big5 Studio
        http://big5studio.com/

        3ds Max 2022 - V-Ray5 Update 2.2

        Comment


        • #5
          Yeah thanks. I am actually using 2D displacement and apparently that is the reason for that setup not working properly. When I switched to 3D displacement it works fine. Isn't this strange? The only procedural I use is a gradient ramp and it has explicit coordinates although in anothe rmapping channel. SO am I to assume that using different mapping channels only work in 3d mode?
          Software:
          Windows 7 Ultimate x64 SP1
          3ds Max 2016 SP4
          V-Ray Adv 3.60.04


          Hardware:
          Intel Core i7-4930K @ 3.40 GHz
          NVIDIA GeForce GTX 780 (4096MB RAM)
          64GB RAM


          DxDiag

          Comment


          • #6
            The 2d displacement method only supports one mapping channel - it's a limtation f the algorithm. The 3d method can use many channels.

            Best regards,
            Vlado
            I only act like I know everything, Rogers.

            Comment


            • #7
              Alright. I looked in the documentation but couldn't find this mentioned therefore I assumed it works like the 3d mode only limited to explicit coordinates maps. Can you add a note there? Not sure if I'm the only one who was confused that this didn't work.
              Software:
              Windows 7 Ultimate x64 SP1
              3ds Max 2016 SP4
              V-Ray Adv 3.60.04


              Hardware:
              Intel Core i7-4930K @ 3.40 GHz
              NVIDIA GeForce GTX 780 (4096MB RAM)
              64GB RAM


              DxDiag

              Comment


              • #8
                Originally posted by Art48 View Post
                Alright. I looked in the documentation but couldn't find this mentioned therefore I assumed it works like the 3d mode only limited to explicit coordinates maps. Can you add a note there? Not sure if I'm the only one who was confused that this didn't work.
                I've forwarded this information to our technical writers and the 2D displacement section of our online documentation will be updated soon.
                Tashko Zashev | chaos.com
                Chaos Support Representative | contact us

                Comment

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