Displacement is inefficient in iray so it's not woth making any settings for it as it will just bloat render times and memory for renders which is at a premium for GPU rendering. Normal maps are the way to go in iray, not displacement.
Except there are times when it's useful. Not as often as people do it, but more than 0.
Here is my blended hair style render. I used Paisley Hair and Cailin Hair. I had two goals with this render: 1) blend two hair styles, 2) make a dark skinned model with very light blonde hair. I had a tough time blending these two hair models. Just hiding surfaces and applying morphs didn't get me where I wanted to be. I used a push modifier weight map to push some of the Paisley strands down under the Cailin strands and I even did some touch up in Photoshop.
Slosh, I have a question. In the UHT2 colors I've used, the Translucency Weight channel uses uht2bump.tif. I noticed that there is a uht2translucency,tif in the same folder. Is is ever used for anything?
Slosh, I have a question. In the UHT2 colors I've used, the Translucency Weight channel uses uht2bump.tif. I noticed that there is a uht2translucency,tif in the same folder. Is is ever used for anything?
I honestly can't remember, lol! I know I made the map with the intention of using it there, but like the results with the bump map better.
If not, it's trivial to add: just put the bump map into displacement map (UHT2 Bump.tif, I think). I'd suggest setting it to 0 min, .1 max, and at least subd 3 (I usually use 4, anything more kills my machine).
Though always see if the non-displacement will work for you first. ;)
If you put displacement on something and the min and max aren't opposites, you shift the black and white, so on those settings, neutral gray would be at +.05. You'll basically inflate all of the hair and pull it away from the head since the UHT2 bump is set to a neutral gray base. With the way Iray handles displacement, even putting it at subD 3, you're not going to get the fineness of hair. It will just kind of buckle randomly, though it makes an interesting ironed curls kind of look to most hair. I notice the hair you used as an example doesn't seem to have a trans map on it (maybe a toon style hair?). Depending on how it was modeled, you can put one of the more solid masks from UHT2 into the cutout opacity (use LIE to flip it so the ends will be at the bottom) and you might get a better result than displacement and won't increase render time, inflate or buckle the hair. I'd like to see a render of the original UHT2 shader on that hair without displacement next to the one with displacement to demonstrate the difference.
Will work on CC's request. In the meantime, Edwardian hair with UHT2! I'm happy with the layering of black and reddish brown, though my attempt to get white threads shot throughout didn't quite work as I wanted.
(I think the problem was that my original attempt looked good, THEN I tiled it x10, which made the white too thin to be noticeable; I should have started with larger segments of white)
Crazy experiment with rainbow beard! (I ended up turning the rainbow pattern 90 degrees to get this. Heh)
Now that's a wild and crazy man! I can see you are having fun with this, Will. Keep pushing it to the limits and show us what you come up with. I'm enjoying them.
I wanted to try an extreme closeup with UHT2. I think it worked great! This is Coleraine Hair (which I really don't like much, because it is too bushy for me, but what the heck, I can crop some of the width off). This isn't the same morph or skin or UHT mix as the lady in the leather jacket, but they are all quite similar. Maybe the women are related.
Displacement is inefficient in iray so it's not woth making any settings for it as it will just bloat render times and memory for renders which is at a premium for GPU rendering. Normal maps are the way to go in iray, not displacement.
Except there are times when it's useful. Not as often as people do it, but more than 0.
But it still doesn't outweigh the disadvantages of using them versus a normal map.
I didn't have much time to doodle with this one, but it was fun to match the outfit.
(I feel so strange sharing my renders.)
that looks great. What hair are you using
Thanks. It's SAV's zero gravity hair from Rendo. It's one of my favorites.
Whoops, forgot I also used their Alpha scalp instead of the cap from the hair.
I've been playing with UHT2 on and off for a few days, this is the first where I've saved the render. Finley character and Marielle Hair with a few colours overlaid.
Old V4 stuff - Orion hair with original texture. Character skin looks a bit odd in some places (nose, neck, shoulder), I'm using V3Digitimes iRay shaders, looks like there is some unwanted bump map effect or something.
This one is the Flirty Hair with the Chestnut setting, blended with the Bluebell, low transparency, medium shine, scatter, cut out 1 on the fine hairs and 2 for the main hair portions. A butterfly spotlight and an HDRI environment only.
Comments
Except there are times when it's useful. Not as often as people do it, but more than 0.
I tried UHT2 with Michael's fantasy beard and... well, it improved it, but it's just too darn old, imo. ;)
Here is my blended hair style render. I used Paisley Hair and Cailin Hair. I had two goals with this render: 1) blend two hair styles, 2) make a dark skinned model with very light blonde hair. I had a tough time blending these two hair models. Just hiding surfaces and applying morphs didn't get me where I wanted to be. I used a push modifier weight map to push some of the Paisley strands down under the Cailin strands and I even did some touch up in Photoshop.
Slosh, I have a question. In the UHT2 colors I've used, the Translucency Weight channel uses uht2bump.tif. I noticed that there is a uht2translucency,tif in the same folder. Is is ever used for anything?
I honestly can't remember, lol! I know I made the map with the intention of using it there, but like the results with the bump map better.
If you put displacement on something and the min and max aren't opposites, you shift the black and white, so on those settings, neutral gray would be at +.05. You'll basically inflate all of the hair and pull it away from the head since the UHT2 bump is set to a neutral gray base. With the way Iray handles displacement, even putting it at subD 3, you're not going to get the fineness of hair. It will just kind of buckle randomly, though it makes an interesting ironed curls kind of look to most hair. I notice the hair you used as an example doesn't seem to have a trans map on it (maybe a toon style hair?). Depending on how it was modeled, you can put one of the more solid masks from UHT2 into the cutout opacity (use LIE to flip it so the ends will be at the bottom) and you might get a better result than displacement and won't increase render time, inflate or buckle the hair. I'd like to see a render of the original UHT2 shader on that hair without displacement next to the one with displacement to demonstrate the difference.
Will work on CC's request. In the meantime, Edwardian hair with UHT2! I'm happy with the layering of black and reddish brown, though my attempt to get white threads shot throughout didn't quite work as I wanted.
(I think the problem was that my original attempt looked good, THEN I tiled it x10, which made the white too thin to be noticeable; I should have started with larger segments of white)
Ok, here's a comparison.
First image has displacement. Not a lot, but a scootch (based on Bump)
Second image has no displacement, pretty much straight UHT2.
Third image uses the cutout suggestion, though with cutout upped a bit to keep it from looking too transparent. Still... meh.
I think the first is best, and the speed differences aren't too significant, IMO.
I didn't have much time to doodle with this one, but it was fun to match the outfit.
(I feel so strange sharing my renders.)
Crazy experiment with rainbow beard! (I ended up turning the rainbow pattern 90 degrees to get this. Heh)
Now that's a wild and crazy man! I can see you are having fun with this, Will. Keep pushing it to the limits and show us what you come up with. I'm enjoying them.
I wanted to try an extreme closeup with UHT2. I think it worked great! This is Coleraine Hair (which I really don't like much, because it is too bushy for me, but what the heck, I can crop some of the width off). This isn't the same morph or skin or UHT mix as the lady in the leather jacket, but they are all quite similar. Maybe the women are related.
The hair and skin are marvelous!
But it still doesn't outweigh the disadvantages of using them versus a normal map.
I disagree, There is simply not much of a difference between the renders to take a hit in processing and memory by using displacement.
Your views are duly noted.
Here's another silly experiment, again transferring UHT2 to 3DL (because I wanted to try it on LAMH and it's just easier in 3DL).
With a very very sexay man.
Another question... is there a reason the bump channel got vaporized in the shader?
that looks great. What hair are you using
Just generated some crazy hair with LAMH.
70 points, then a lot of frizz and tilt and whatnot.
I was a bit curious how stuff would map. It looks like mapping on it sort of 'projects' on, which I suppose is what I'd expect.
So a band of color crosses hairs regardless of orientation.
I think Slosh is using the normal channel instead of the bump channel. I think the normal channel generally gives more convincing results.
Another fairly straightforward hair attempt, this time mixing blond and brown.
The underlying hair has some limitations, or maybe I should have used a more organic-looking mask ... mmm.
I need to experiment with using the default hair patterns, though so many of them have baked in highlights that I hate.
I've been playing with UHT2 on and off for a few days, this is the first where I've saved the render. Finley character and Marielle Hair with a few colours overlaid.
You should definitely share more this is amazing!
Old V4 stuff - Orion hair with original texture. Character skin looks a bit odd in some places (nose, neck, shoulder), I'm using V3Digitimes iRay shaders, looks like there is some unwanted bump map effect or something.
More old stuff - Xenia & Aspasia hair with UHT2 textures.
Did this in a hurry – no background, even – but wanted to post it because I was surprised and delighted at how Pure Hair Sassy for Genesis turned out.
This one is the Flirty Hair with the Chestnut setting, blended with the Bluebell, low transparency, medium shine, scatter, cut out 1 on the fine hairs and 2 for the main hair portions. A butterfly spotlight and an HDRI environment only.
Hmm... Got this weird pop up when I tried the color mixer... Where is the log file?
Top of your Studio Help>Troubshooting>View Log File. Go all the way to the bottom and start reading up and it will tell you the issue.
OK thanks. In the middle of a render now... Will check later...