Characters with displacement maps

MazhMazh Posts: 497
edited April 2019 in The Commons

Do you own characters with displacement maps which you also use frequently for other skins/characters ?

Are there PAs who often include displacement maps with their characters ?

I know that there are separately sold displacement maps in the shop...

Post edited by Mazh on

Comments

  • Matt_CastleMatt_Castle Posts: 3,010

    The technology has largely been superseded by HD morphs. HD morphs have the advantage of being mergeable with each other, better clothing fit and easier adjustment; the corresponding disadvantages are that they're impossible for end users to edit outside that.

    As such, I use them on occasion when I need that capability but don't have a suitable morph. (I've also even experimented with converting HD morphs to displacement maps as a way of bridging HD across generations).

  • RawArtRawArt Posts: 6,070

    I still use displacments on most of my characters.

    The trick it to know the strengths of the different maps, and what details work best with them. So you will find seperate bump, normal and displacment maps on my characters, along with HD morphs. They all work tegether to bring the most detail we can to a character.

     

  • nicsttnicstt Posts: 11,715

    The technology has largely been superseded by HD morphs. HD morphs have the advantage of being mergeable with each other, better clothing fit and easier adjustment; the corresponding disadvantages are that they're impossible for end users to edit outside that.

    As such, I use them on occasion when I need that capability but don't have a suitable morph. (I've also even experimented with converting HD morphs to displacement maps as a way of bridging HD across generations).

    They are awkward with Iray, although can work well; other render engines seem to do it better. I'm thinking of cycles for blender and octane (for Blender, Studio and many others).

  • Richard HaseltineRichard Haseltine Posts: 108,098
    nicstt said:

    The technology has largely been superseded by HD morphs. HD morphs have the advantage of being mergeable with each other, better clothing fit and easier adjustment; the corresponding disadvantages are that they're impossible for end users to edit outside that.

    As such, I use them on occasion when I need that capability but don't have a suitable morph. (I've also even experimented with converting HD morphs to displacement maps as a way of bridging HD across generations).

    They are awkward with Iray, although can work well; other render engines seem to do it better. I'm thinking of cycles for blender and octane (for Blender, Studio and many others).

    Displacement and HD are equally dependent on the SubD level in Iray.

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