Your Displacement Settings

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richertmx
Licensed Customer
Posts: 56
Joined: Tue Oct 29, 2013 12:05 pm

Hi all,

just getting started with displacement maps, downloaded this:

http://www.daz3d.com/displacement-for-victoria-6

unfortunately I can´t seem to figure out the settings to make it look right, either it´s not visible at all or totally disfiguring victoria...

What´s the settings you work with? Any experience with this product and octane at all?

best
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Pschelfh
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Posts: 32
Joined: Thu Jul 03, 2014 11:55 am

Didn't test this one yet, but I mostly go with just a hint of displacement on human figures (if at all) : 0,001 and -0,0005 offset.

Peter.
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larsmidnatt
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Joined: Tue Sep 25, 2012 12:28 pm

very low numbers, and each displacement map(product) is a bit different so tinkering is the best way to figure out what works.

but very low numbers seems to be important :)
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Hydra
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Joined: Mon Jan 12, 2015 5:36 pm

I haven't used that map, but, I use displacement a lot. (I often put bump into displacement.) The new plugin is telling you how many centimeters it is, so... 2-3mm would make sense with an offset of -1/2 of what you pick.

Make sure that you've got the maps set to a reasonable resolution. The default of 1kX1k can be glitchy looking, and inconsistent. Unless you need to save memory, go 8kx8k and zoom in.

If you're using mix materials, make sure the displacement is hooked up to the MIX, not the glossy/diffuse textures. I also find that bump and normal aren't necessary if you're using displacement.
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erik-nl
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Posts: 45
Joined: Sun May 25, 2014 9:41 am
Location: the Netherlands
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Hi all,
With some reluctance I've just started using v2.2 R2.23 beta, and so far it has been behaving as expected, which is nice : )

Here is the result of a test with those displacement maps mentioned above, used on Stephanie 6.
The settings for the displacement were:
Power 1
LOD 8192x8192
Height 0,15
Offset -0,1
Opacity 1

Stephanie's mesh was subdivided to level 3, and the HD morphs were used.
I customized the displacement map for the face by adding the eyebrows, but it was originally intended for a different diffuse map (as you can clearly see).
Oh, her UV's were set to V6's.

Cheers!

Erik

Image
erik-nl
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Here's the same render, but this time without the diffuse textures.
This one shows more clearly the effect of the displacement maps with these settings (no bump or normal maps were used for the skin areas).
As was to be expected there is a problem where the inside of the mouth (without displacement) meets the lips, but it is repairable and hardly visible most of the time I guess.
Other problem areas could be around finger nails, but I haven't looked at those yet.

Cheers!

Erik

Image
erik-nl
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Looks like bump is disabled for a surface if you also activate displacement for it.
That's a shame, because that makes it impossible to use displacement locally, like only for eyebrows or scars, and use bump for the rest of the surface.
Fingers crossed that will change in a next version!

Erik
erik-nl
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This is a render with only bump, no displacement, for the skin surfaces.
Bump power was 0.025, more than I usually apply (0.015 most of the time), but the effect is very slight.
The combined render (displacement + bump) doesn't show any bump effect where you can clearly see it in this one.

Erik

Image
erik-nl
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And here is a version with the same bump maps as the last one, but this time applied as displacement maps.
Same displacement settings as the first one, except lower values for Height and Offset:
Height 0.03
Offset -0.015

Not nearly the same quality of detail compared to those dedicated displacement maps I'd say!

Cheers!

Erik

Image
erik-nl
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Posts: 45
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With AlFan's displacement maps for the hands the settings need to be at least 0.2 for the Height, and -0.1 for the Offset to have a noticeable effect.
Even higher values really are too harsh for the face, so it's a bit of a compromise.
With a symmetrical Offset the fingernails and fingers meet without visible gaps, so I'll stick to that.
Reason for the asymmetrical 0.15 Height with -0.10 Offset was that it appeared to cause less 'ballooning' of the geometry.

Erik
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