Saturday, February 15, 2014

Displacement out correctly

Here's what I find a little weird between using a grayscale and RGB displacement map.

If you were to create a grayscale 50% gray 16bit TIF image. Convert into tex and used it as displacement map. Even though it is 50% gray, there is still changes to the geometry.

However, if you were to take the grayscale TIF image again, change it into 16bit RGB TIF, the geometry stay the same. That's something I have to live with at the moment.

To correctly setup displacement in Slim, here are few things to do:
- Create a float MayaImageFile node, load tex file, use Luminance RGB as Channel. Set the S and T Filtering to 0.

- Connect it to the Float Displacement handler in GPSurface. Within GPSurface node, set Displacement Encoding to Centered. Adjust Displacement Scale accordingly.

- Remember to set Displacement Bound either within GPSurface or MaterialEnsemble node. Also remember to turn ON Trace Displacement (If using Raytracing) inside Material Ensemble node.

You can also plug in a normal Bump map texture into GPSurface for very fine details....


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