Vector Displacement!!!


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By DELETED2 - 11 Years Ago
 _ _ _ _ _ _ _ _ _


  1. I just watched the video for Vector Displacement again. Really exciting stuff but I cant grasp what's actually going on.

How come the displacement map makes the shape go up, outwards, inwards and then outwards again. I understand how an Image displacement map ordinarily makes the  (for instance) landmass go upwards and inwards conically.....

But this is a peculiarity. What actually allows parts of the object to shrink and then expand again at given points? Not just an image, surely.

 

 


Armstrong.

            iClonia.com           iCloneTutorials.com         iClonia Blog

 

By Sen - 11 Years Ago
Hello ,

Just an example . Included in ZB since 2 years :P

http://docs.pixologic.com/user-guide/3d-modeling/exporting-your-model/vector-displacement-maps/


http://renderman.pixar.com/view/vector-displacements
By DELETED2 - 11 Years Ago


  1. I am not a modeller to this degree. So the concept is alien to me. So I ask. :doze:

I read this... "When creating a vector displacement map, your model’s currently selected subdivision level is compared with with the details of its highest level. It then calculates a map that represents the differences between the two levels, capturing the details of the high-level sculpt."

With that said will Vector Displacement Maps be of any use to an iClone user who does NOT model in 3DS or ZBrush or any of the multitudes of other hi level Modelling software?

W.E.C.S.
That is to say, from what I understand, Vector Displacement maps wont be something I can create myself from scratch using iClone. In much the same way as iClone's UV Ref. system is unbeneficial unless you model external to iClone.

Armstrong.

            iClonia.com           iCloneTutorials.com         iClonia Blog

 

By justaviking - 11 Years Ago
Armstrong (6/13/2014)

With that said will Vector Displacement Maps be of any use to an iClone user who does NOT model in 3DS or ZBrush or any of the multitudes of other hi level Modelling software?

 

I suspect the answer is, "Yes, if you buy props from someone else who does use those tools."

Will we be able to actually edit and create them in iClone.  Highly unlikely.

Same situation as today.  iClone itself does not have the functionality to edit bump maps, normal maps, create OBJ files, or even edit UV Maps.

Those are my guesses.

  

By Dreamcube017 - 11 Years Ago
Ah I remember Second Life doing this. I was always confused as to this type of normal map as apposed to the other blue kind. I always referred to these as the "rainbowy normal maps." xD

Maybe blender can export these as well.

If you're not a modeler, then these won't mean much to you in the actual use, however you will definitely want the assets you're using to be utilizing these.
By DELETED2 - 11 Years Ago

 


Maybe iClone 6?

 

Ive just watched the tessellation video about 6 times.  

 

and I have to say it's very exciting.

 

For the time it's been around there sure are pathetic few Displacement maps online. Actually about none.
The above image is impressive.

My excitement comes in with a question.

I would like to think that now at last we can have land masses that cavern, reach up and across and not just go upwards buit outwards as well.
Well tex'd these landmasses would surpass anything iClone has ever seen yet.

BUT...... as an animator NOT a modeller (in the true sense of the word) I must say that if someone doesn't make the landmass to begin with then the Vector Displacement map wont come to be either. :()

My question....
Does this mean that when buying (for instance) a landmass/landscape we simply buy the image that makes it become what it is?

I worry that iClone, from being a stand alone animation tool, beautiful in that it showed evolution as being an Animating engineering arena, seems hellbent on becoming some kind of accessorised appendage to modelling software ten times its price.
It careers in a strange direction to me. I want to animate but every time I see something that really inspires, like tessellation, it comes to light that, as an animator, your in this weird minority world of second priority creatures and the word "Economical production" dies death after death because modelling AND animation are two clocks running accumulatively doubling what should have been an appetiser to £$ potentials.

The scars and facial deformations in the tessalation iClone 6 progress video and the ability to texture in such a manner are very exciting but not if I have to make them in an external modelling software initially.
And time and again the animator has to wait extortionate amounts of time for Mud to put avatars on while everyone  is oohing and aahing at stubble and clonecloth textures.

Tessalation of course in the wide scope IS for the animator. But at the leisure of someone else being bothered.
I look forwards to the next instalment of iClone Work in Progress and really hope it has something for the animator wholly leaving him or her a degree of independence in creativity :crying: because while iClone is affordably economical, it's continually coming to light that, actually, to deploy and participate with productions that use all its features you actually have to spend quite a few more thousand pounds and dollars and clock out of the Working world for a few years to learn fluently a modelling program after which your sales tack just halved its effectivity against the clock.

The Animator is hanging by a thread of confidence that the independence they need will appear somewhere up ahead and wont keep designing itself at every turn around the whim of external modellers.

Armstrong.

            iClonia.com           iCloneTutorials.com         iClonia Blog

 

By planetstardragon - 11 Years Ago
sw00000p (6/14/2014)

The animator MUST wait for:

• Modeler
• Texture Artist
• Rigger

A One Man Band Must Wear Many Hats!



sounds like zombie talk to me! :ermm:

By justaviking - 11 Years Ago
Here's the dilemma... we already have this problem and it's going to get worse:
  • As we gain the ability to use increasingly beautiful props, avatars, and lighting effects...
  • The time and effort required to create those things also increases...
  • So it becomes ever more difficult to produce a best-of-class animation by yourself

For those of you watching the recent Pinhead videos, or watching postings in the "Showcase Yourself" section of the forum, the best-looking videos are well-populated with good-looking props, reasonably realistic buildings, and beautiful landscapes.

Remember a while ago, someone (I apologize for forgetting who) was working on a little speedster space ship.  It looked good.  But then over a couple of weeks, and many iterations, it got better and better.  Bump maps, specular maps, glow maps; all this things were used to tweak the model.

With more sophisticated lighting and fog and other options, prop and set creation has the potential of taking far more time that before.  Of course you'll get better results, but it might take you two or three times longer to make a short scene if you want the best-possible results.

By planetstardragon - 11 Years Ago
that's why, it's not what you implement, but how you implement it.

for an artist, he want's to get his idea sketched out asap - burdening him with polish only leaves you like most high end software users - there are waaay more tutorials of how to do stuff with max and maya on youtube than there is stuff done with max or maya on youtube. Most user made videos are 10 - 15 seconds showing they finally figured something out. The rest are making proof of concepts that take them months and teams of people to make, that go nowhere.
then there are a few that made it ....a very few compared to how many max maya users there are out there.

iclone needs to focus on creative workflow, not industrial work flow. Industrial workflow wants it all done and polished naowww.....time is money! get a team! just dump all the tools in one software for cost effectiveness and team organization.

the artist wants to sketch out an idea fast, to see if it's even worth polishing.

Don't slow me down bro!!
By justaviking - 11 Years Ago
sw00000p (6/14/2014)
[quote]justaviking (6/14/2014)
Here's the dilemma... we already have this problem and it's going to get worse:quote]
It doesn't have to get worse.

Vist:
• BigBoss
• Sen
• Vit3d

They'll produce whatever you need, with high quality, too!

That's exactly my point.

Making a project or avatar or set that looks like it came from iClone 5 will probably be the roughly same amount of effort as before (maybe some minor improvements).

But making a project that showcases iClone 6 capabilities and totally impresses people will take more time, and most likely, more money.

I see your iClone 6 options like this:

  • Spend a huge amount of your time and effort making your beautiful set and filling it with realistic props, or...
  • Spend a lot of your money buying sets and props made by other people, as sw00000p pointed out, or...
  • Make a project that looks like it came from iClone 5

Okay, with v6 you will get better fog, more lighting, and some smoother edges.  But a lot of the avatar and prop enhancements will require more "expensive" (time or money) objects to leverage the v6 capabilities to their fullest.

But as I said before, we already have this problem.  You can slap a diffuse map on a block, and it looks like a remote control.  But you can also add a bump and specular map and maybe a glow map to make it look 10 times better.  I suspect v6 will simply expand on that principle.

By mtakerkart - 11 Years Ago
Amstrong ,

If you find vector displacement is useless d'ont use it ;) I think this feature is first to have a better shape only.
Iclone is a director tools , just build sets with props and characters then light and animate.
I would like reallusion put the emphasis , energy and money to upgrade that. but not in an prospective modeler-texturer. I'm a very ignorant person in modeling but Today there is cheap tools for modeling-texturing-rigging which you can learn very fast.
I hate learning , I love create....So that's why I don't want to understand how algorithm works. I've just buy 3d-coat for 99$ and in 5 days I can create crazy things because lot of complicated things are automatic (retopo, auto UV...) you only have to be creative. Rigging? Mixamo is free and in five clicks you rig your characters. Build characters? I use the free Autodesk® Character Generator whith ready-facial blendshape , all is so easy , nothing to learn.Plants and trees with motion ? I use the plantfactory from e-onsoftware, one week to learn. Terrain ? Earthsculptor , sooo easy now with the new heightmap terrain feature.

Iclone was build for realtime and very fast pipeline , so it is a lowpolymesh world , don't expect to have a render "a la Maya" and if you want to build very large sets with thousand props , it demands to optimize all your mesh-uv-texture,its requires lots of work. In 10 clicks , you have a character with terrain , sky , motion, talking face!!! It is the only tool I ever seen wich can do that....
Don't give up , the blue sky is coming and very good things are in front of us ;-)

My 2 cents

Marc
By wendyluvscatz - 11 Years Ago
I assume these vector displacement maps are animatable too?
can see rolling waves SURFS UP etc as a possibility
looks awesome
By DELETED2 - 11 Years Ago


mtakerkart (6/14/2014)
Amstrong ,

(1) If you find vector displacement is useless d'ont use it ;) I think this feature is first to have a better shape only.

(2) Iclone is a director tools
just build sets with props and characters then light and animate.

(3) I'm a very ignorant person in modelling

(4) I hate learning , I love create....So that's why I don't want to understand how algorithm works.

(5) Iclone ...//... a lowpolymesh world

Marc



(sigh! Here we go.)
(1) If all you can do is run round in circles Bitch-Slapping anyone who even so much as dares Question those at the top, don't waste my time. I don't kiss-up and hate those that do.

(2) "Sets, props, light, Characters & Animate?"
And that's your professional summary of something like iClone.
I cannot believe you have SO mis-conceived the most basic principles of the software and summarised it like a piece of used toilet paper.
What about primitive modelling?
Texturing in 6 or 7 layers?
Clone Cloth and garment fashioning?
Photo to Avatar Facial Mimicry?
Height mapped Landmasses.
AND ON AND ON AND ON.
Cool down and be more intellectually concise.

(3) Hmmm!!!!!

(4) YOU: Your car breaks down.
You call a £$ CaB £$.
A week later your car, after being towed $ away £ is fixed for you.
ME: My car breaks down.
I open the bonnet and replace a fuse.
I'm on my way 2 minutes later.



THIS IS MY ARGUMENT. TRY TO UNDERSTAND THAT THIS IS THE CORE OF MY POST
ME v. People like YOU!.
I demand.
YOU obey.
THAT is our difference.
I ask for even more.
YOU sit quiet.

(Strueth. God give me patience.)




(5) NOW Where are you going? STAY IN TUNE. I'M referencing the domain of Creative Independence.
TRY to understand... I am trying to clarify an intellectual point.
That point being...
"Is it correct for me to summarise Tesselation "wholly" as something I can manipulate with the importation of externally created elements beyond the control of iClone?

OR

Is Tesselation something I have control over 100% internally WITHIN iClone?

The very reason I can create in iClone in a day what it takes you a month to create is because my abilities have come from 24/7/365 x8 manipulation of iClone to the point I find professional-tedium in not being able to create even simplistic objects for my own sets.
I'll create another post defining what I perceive of iClone 6 and its not detrimental in any way...... as per usual.

Now go and Bitch-Slap Reallusion for tesselationally misleading Animators.

WENDY: Nice lateral thinking. Oceanic animation would be stunning. At least SOMEONE  still employs the grey pulp between their ears.

Armstrong.

            iClonia.com           iCloneTutorials.com         iClonia Blog

 

By Vit3D - 11 Years Ago
Sorry, maybe I'm mistaken, but some comments in this post sounds for me like --
"I do not like this new feature because it required hard work" :)
Just can remark -- High quality production always required hard work and think that "Masterpiece" button will not coming soon. :D
By justaviking - 11 Years Ago
Vit3D (6/14/2014)
Sorry, maybe I'm mistaken, but some comments in this post sounds for me like --
"I do not like this new feature because it required hard work" :)
Just can remark -- High quality production always required hard work and think that "Masterpiece" button will not coming soon. :D

My realize my comments could be interpreted that way, but that is not what I meant.

I'll try to be brief for a change...

  1. iClone 6 will allow you to USE much more sophisticated rendering methodologies
    • Improved fog, lights, edge smoothing, etc.
  2. iClone 6 will allow you to USE models based on more sophisticated techniques
    • Vector displacement maps, which is a lot more efficient that adding another hundred thousand polygons to your model
  3. But iClone 6 is still not going to be a modeling tool (I am certain of that)
    • You will need tools like 3D Coat and other modeling tools if you want to make things that look like masterpieces

I was just trying to say that best-in-class props will take more effort to create (by someone) than they did before, because you can go so much farther before you become limited by iClone's ability to render them.

ONE SHORT, OLD EXAMPLE - BUMP MAPS:

  • Suppose iClone 1 did not support bump maps or specular maps
    • You could apply a diffuse image to your prop, so it looks like brick wall
  • Then imagine iClone 2 adds support for bump maps
    • To make a better looking brick wall, you learn how to make bump maps
    • You also learn how to make a proper specular map
  • It looks a lot better than before
    • Now your brick wall looks "rough and lumpy" as the light plays across it
  • But it took more effort than before
    • Now you have to make both a diffuse map and a bump map and a diffuse map
    • If you make your props, it takes longer to make your movie (if you want to leverage the new capabilities)
    • If you buy your props, they'll probably cost more because they took longer to create (if you to buy the most beautiful ones you can get)

Oh darn, I typed too much again, and I'm getting redundant.

Gotta go.

By Vit3D - 11 Years Ago
justaviking,
I do not think that adding Vector Displacement map will affect (increase) the prices of content, because for creating high quality Normal Bump maps developer need to sculpt model in 3D application (Zbrush, Mudbox or 3D-Coat) and export (bake) normal map. So in this case not a problem at all to export vector displacement too ;)
For example all my models have been sculpted in Zbrush and support of Vectors Displacement will not increase my pipeline -- I just will export one more map after sculpting. :)
By mtakerkart - 11 Years Ago
Sorry Amstrong sorry if I hurt you....:blush: It wasn't really really my intention.....

I think I expressed myself badly.
When I bought Iclone for 150$, 3 years ago , I'm not expecting make professional work, if I success, it will be a very good thing. Iclone was sell for previz... is previz professional?
Don't have the answer.
When I cheked "accept user agreement" when I installed the software , I have no choice to
"obey" ;) because Iclone do what the user manual say. It is our contract.
Me too , I asked lot of wishes to reallusion team , They ask us to fill a survey for the next version. I can assure you I'm living in a very very indepedant creative domain.
Finally , why I'm so enthousiastic of this tool ? May be because I'm waiting since 1981 a tool like this..... :D

Marc
By justaviking - 11 Years Ago
Vit3D (6/14/2014)
justaviking,
I do not think that adding Vector Displacement map will affect (increase) the prices of content, because for creating high quality Normal Bump maps developer need to sculpt model in 3D application (Zbrush, Mudbox or 3D-Coat) and export (bake) normal map. So in this case not a problem at all to export vector displacement too ;)
For example all my models have been sculpted in Zbrush and support of Vectors Displacement will not increase my pipeline -- I just will export one more map after sculpting. :)

Oh, well that's excellent news!  :)

Thank your for that clarification.  It makes sense when you put it that way.

By Dreamcube017 - 11 Years Ago
Hm it just seems like Armstrong would like the authoring tools IN iClone. There are some limited things you can do with maps in iClone, but not too much because that's not what iClone is for.

It's like other realtime engines. For the advanced things dealing with modeling and texturing, you need other tools.

That's why Unreal and Unity have things like tools and plugins. for other applications.

If all that stuff WAS in iClone, it wouldn't take you any less time, at least not really.

If the problem is not wanting to buy more programs, then like I said, Blender can do some rather nice sculpting.

If you'd rather just not put in the work to do those things, then that's just that.

And Sw000000p, the reason I said the OTHER normal map is because someone else referred to it as that.

I know what a bump map is.
By DELETED2 - 11 Years Ago
-
mtakerkart (6/14/2014)
Sorry Amstrong sorry if I hurt you....:blush: It wasn't really really my intention.....

I think I expressed myself badly.
When I bought Iclone for 150$, 3 years ago , I'm not expecting make professional work, if I success, it will be a very good thing. Iclone was sell for previz... is previz professional?
Don't have the answer.
When I cheked "accept user agreement" when I installed the software , I have no choice to
"obey" ;) because Iclone do what the user manual say. It is our contract.
Me too , I asked lot of wishes to reallusion team , They ask us to fill a survey for the next version. I can assure you I'm living in a very very indepedant creative domain.
Finally , why I'm so enthousiastic of this tool ? May be because I'm waiting since 1981 a tool like this..... :D

Marc
By DELETED2 - 11 Years Ago
...


"Intel, intel everywhere. Who's kicking up a stink?"

Dreamcube017 (6/14/2014)
Hm it just seems like Armstrong would like the authoring tools IN iClone. ...//... that's not what iClone is for.

If all that stuff WAS in iClone, it wouldn't take you any less time, at least not really.
If you'd rather just not put in the work to do those things, then that's just that.
..........

Don't make too big an issue of "Time" because my argument is simply time over money. Not the time it takes. I'll sit there as long as the next man in order to create what I need. I love it.  ESPECIALY when it comes out as I'd hoped. I never really thought I could do as much even with the primitives in iClone when I started out.

My line was... why make so much fuss and dance about the editability side to Animators?
Tesselation is a wonderful addition. Dont accuse me of killing this.
And I, like any other animator, will really appreciate seeing it in action on set or on Avatars come the time.

But I just wanted it clearly stated....
Is it an addition that holds controllability for the Modeller???
OR the Animator?

I presume the beneficiality of Tesselation is in System load aside from the Video-Stated benefits. 

I think Fluency in iClone at least as far as the Founder members of this forum are concerned means that it takes a fraction of time to create a superb looking set. Three or four extra  setting doesn't make any difference to time-output.

Wher the time DOES come in is in modelling. This is a sophisticated arena in what ever software you use. I would love to sit down and spend the time learning it inside out. but Im needed in two other areas at once elsewhere. And issueing animations to clients is a tight clock issue.

Where I see a need is for an arena like an agency if you liek of registered developers who are enabled in modelling for IClone and whom you can get in touch with and ssay.... "HERY, I need this by this dats asap???"
THEY come back with a price.
Monies change hands.
The object is made tomorrow.
On set emmediately.
Job done.

Sadly, as efficient and bog-basic as that sounds.... it apepars to be an impossibility and we just keep being told. Buy Cheap get cheap.

I dont agree with that B.S.
iClone has a niche it fits into very well in the commercial world.
It has multi faceted output now and it works very well.

What the ANIMATOR needs is to believe is that he/she still exists as the origin target for aimation  software in the first place and not as some secondary money pumping consumer who finances elements he has to buy but cannot use. 

Lets see the next WORK IN PROGRESS VIDEO. 

Armstrong.

By mtakerkart - 11 Years Ago
So many hate on you.....

By planetstardragon - 11 Years Ago
sw00000p (6/15/2014)
....deleted duplicate post!



you'd have to erase everything, because you say the same thing over and over :P
By animagic - 11 Years Ago
planetstardragon (6/15/2014)
sw00000p (6/15/2014)
....deleted duplicate post!



you'd have to erase everything, because you say the same thing over and over :P

I agree with you wholeheartedly. I was going to say much more, because I don't like it when true artists like Armstrong are being put down, but then I remembered that it's not worth feeding the malicious wolf...

AN ANIMATOR IS AN ANIMATOR IS AN ANIMATOR!

By planetstardragon - 11 Years Ago
I love armstrongs work, and I think he's brilliant. I also think he is very capable of learning all the necessary software, gizmo and gadgets - but I also believe he enjoys the animation aspect of it and wants to be able to stay fast from concept to creation.

everything swoop ever points out is about team thinking, where your job is rigging, or making a character ....where as armstrong is delivering whole movie concepts to his clients.

It's simply a different game , and at this point - I'd have to question swoops motives for being so rebellious to that workflow, especially after it's been made painfully clear to him.

We have our talented modelers, but we also have our directors.

Get a grip! - here's a clue, great directors have a better chance at being efficient techies, than techies have of being great directors ......I've been both and know how much effort it took to snap myself out of the "Industry standard" "today's pop" "pop culture"

you can't be a trend setter if you only follow trends!

if picasso would have spent most of his life hunting down berries to make paint, he wouldn't have had enough time to be picasso!


By planetstardragon - 11 Years Ago
do you know why autodesk is closing down xsi, lowering their cloud prices, and buying a game engine ?

because they have to adapt to us, we don't have to adapt to them! They, like their groupies, simply follow the majority aka, "the industry standards taught in school"

artists are the trend setters that cause a majority to do things a certain way, and are talked about in school.

Thank You!
By planetstardragon - 11 Years Ago
Oh No, swoop has invoked the great wall of babble, quick put on your rubber boots!!



"but that's not how we do it anymore grandpa, reallusion invented a technology in iclone 50 where you press one button and it creates what we were thinking!"

"that's not movie making!!!" "That's not music" "That's not living"

Keep up with the times dude!