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Does anyone use Displacement Maps on their character's body parts?
Does anyone use Displacement Maps on their character's body parts?
Posted By
michaelrbarton
3 Years Ago
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Does anyone use Displacement Maps on their character's body parts?
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michaelrbarton
michaelrbarton
Posted 3 Years Ago
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I tried using displacement maps on the arms, legs, body and head. It makes the face more puffy.
But on the rest, it brings out more detail. I also used 8K textures on the character body. I increased the
normal map between 125-150. I also used 4k shadow resolution.
I downloaded a free 3D soda can from free3d.com and created my own soda can design. The soda can was created by printable_models.
animagic
animagic
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In my experience displacement maps often cause seams, so I don't really use them on characters.
Ascensi
Ascensi
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How are your maps generated? If you are using normals as displacement maps you will need to set the adjust softness of each map to 1.0
If you generated it externally you might need to lower the multiplier slightly for each map. Also 8k textures and higher require displacement maps in tif or exr.
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animagic
animagic
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@Ascenci: As I recall these were maps that were generated as part of SkinGen in CC.
Ascensi
Ascensi
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@
animagic
Yeah, SkinGen has issues with improper layering of normals that doesn't offset pixels axis mathematically. To know what I mean you would have to try converting a skingen normal map to a displacement map with normalizer
https://beta.friendlyshade.com/normalizer
A proper tiling displacement texture should work properly. Others say the same thing about normal skingen maps that there is something wrong with it. SkinGen is creating bad normal maps in my opinion and you see the issue when you change the lighting or position & orientation of a model, shadows stay put as if painted on the spot and this is incorrect! As the lighting changes so should the shadows on the object.
Below is my skingen example using a normal map copied to the displacement channels and modified (mirrored) to remove irregular pixels where the left & right side of the texture meets because if they are too different/abrupt in tonality, it will cause verts to separate tearing the model. Also to get rid of bright seam artifacts apply 2- sided texture for iClone rendering on each of the character's body materials but for Iray leave double sided unchecked.
Full seamless displacement is certainly possible, this is my character heading to the marketplace in an hour or so.
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