sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

Displacement map shading behavior


Recommended Posts

  • Hash Fellow

These two coins have displacement maps on them with similar settings. Both maps attempt to create details raised above the main surface.

 

The top one with the simple bumps on it shades as expected for the light coming from above the camera's left shoulder. The more complex one, with the monkey image, has a varied result with different details seeming to be lit from different directions.

 

DispResult.JPG

 

 

Does anyone know why?

 

DisplacementTest.zip

Link to comment
Share on other sites

  • Replies 5
  • Created
  • Last Reply

Top Posters In This Topic

Popular Days

Top Posters In This Topic

Posted Images

Hmmm...I noticed that if I applied the decal straight instead - ie, not reversed scale like you had done, that it would display correctly - I would say reverse your image in photoshop. Originally I thought perhaps because the hole hadn't been closed (so I closed it) - but it seems more related to reversing the scale (-1390%, 1390%). I also added a bump to the displacement.

myCoin.mdl

funnydisplacement.jpg

Link to comment
Share on other sites

  • Hash Fellow

Thanks, Nancy! I wonder what goes on internally that makes the reversed map come out differently.

 

I also added a bump to the displacement.

 

I don't think that gets you anything since Displacement relies on bump-style shading for its shading (shhh, dont' tell anyone it's a trick!). It uses the displacement map twice, once to elevate the surface and once to give it a shaded appearance.

Link to comment
Share on other sites

I don't think that gets you anything since Displacement relies on bump-style shading for its shading (shhh, dont' tell anyone it's a trick!). It uses the displacement map twice, once to elevate the surface and once to give it a shaded appearance.

 

It can change/augment the effect if you play with different %'s for the bump - I made this one 1000% versus previous was 100%. Just More tweaky for deaky.

1000bump.jpg

Link to comment
Share on other sites

Careful how you mirror normal maps, they are very orientation specific. I modeled two hemispheres, convex on the left, concave on the right, and applied the normal material to both. Notice that to make the left map look like the right, you'd have to mirror it in both X and Y. Flipping a normal map in a paint program, in only one axis, gives unexpected results.

normal_hemispheres.jpg

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...