![]() If all goes well, the cube should be displaced into the original shape (and it should deform correctly. As a test, try deforming the cube like this in sculpt mode and exporting a ts vector displacement (as well as the original cube with original vertex positions). I think you're on the right track, but are you certain it works with complex displacements (not just along the normal)? Your object doesn't seem to really test that. (again, unless the displace node moves points along the perturbed normals.) (N would probably be amount or scale, TB would be Tshear and Sshear). This kind of displacement is good for animation but less precise because tangent space calculation can be made using many methods, it even can be non - orthonormal. in which case you probably want to get rid of the length node and plug the blue (normal, i assume) channel directly into amount)?Īccording to andrew's blip on TS vector displacement:Ģ) Tangent space (local space) displacement - RGB mean shift in TBN - space, N- normal, T,B - directions of U,V gradient. In order to get correct results, wouldn't you have to use sshear and tshear as well as amount ( unless the displace node moves points along the perturbed normals. While that might work correctly if the displacements on your model are just normal displacements anyway, I don't think it will work if your displacements are in more than just one direction. It seems as if you're just combining the three channels and feeding them into the displacement node's "amount" parameter. I think Andrew had a good point about the displacment, though. ![]() I had to adjust some options in houdini to take black lines away but now I'm very happy for result. So the end result was that I took normal maps away and now I think that now it's working like it should. Do you have a screenshot of the end of the nodetree (some sort of displace or geometry node)? If it only displaces along the normal, there isn't probably anything you can do. The question is whether Houdini will let you displace a vertex in a direction other than the normal based on a texture. TS displacement is a lot more complicated, though. There is no need to limit to 0-1 range other than to make it visible (but displace maps aren't for displaying) With RGB>XYZ vector displacement, if pixel "foo" has RGB value "5.3, -6.3, -119.78" the vertex corresponding to that pixel would be modified by XYZ "5.3, -6.3, -119.78" in object space. There should be no need to convert or normalize (it would be a bad thign anyway). EXR files should support signed (negative and positve numbers). With a signed 32 bit value, you shoudn't need to do any conversion at all. Because I think that I have to do some kind of Convertion from color value to Vector value What are the Max and Min values of each channel when I'm using 32-bit Openexr format. I don't know is this going to be a life time project because I'm not good with these things but I have had a lot of fun time playing with this one so.and But here is a picture from the work so far. Because I think that I have to do some kind of Convertion from color value to Vector value so I have know those limits. they bothĪre using Tangent space and Vec. What I understand with my small brains is that Vector Displacement maps works almost like Normal maps. And it was ment to working with Normal maps. If you are using it for personal projects and not taking money for it. Did you know that you can get free houdini Master I have been working with Vector Displacement plugin and my goal is take 3d-coat Displacement maps to houdini.
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