We can also define the offset for the zero displacement outside of the file texture. So instead of setting Alpha Offset to -0.5, here I would set the C olor Offset value to -0.5. In this case, I can disable Alpha is Luminance. Instead of using Alpha as Luminance, I can also connect the red color channel (red since I think ZBrush puts its displacement into red channel) of the displacement texture into the displacement shader node like so:ĭisplacement from red channel, with color offset Now I'm all set to continue with the look dev! yay!Īlternate setupExploring various methods of setting up displacement. So here's my test of the Catclark subdivision of 1, 2 and 4 showing increasing details. The nice thing is that this subdivision happens at render time. In order to displace details, we need to set the Arnold Subdivision Type of the mesh shape node to either Catclark or Linear with the number of iterations to bring out the quality of the displacement. Ok, all set! So let's look at how the render looks. Note that because I've set texture to no gamma correction, I now need to explicitly gamma correct the color texture, with a gamma correction node. set to 1, like so (default textures are gamma corrected): One other thing to setup is to make sure that the displacement map (as well as other scalar maps like bump, specs, etc) is not gamma corrected - i.e. TEXTURES/dispBroad6/ dispBroad.tx), where TEXTURES folder is in the Maya project folder. Then in the file texture image just specify the relative path within the Maya project directory:Į.g. In addition, we need to set the Texture Search Path (in render settings > System) to the Maya project directory like so: In order to bring in the UDIMs, we need to define file texture image name with the udim token as (i.e. tx files (tiled, mipmapped files), I converted all my tif udim files to. In this case, I set the Scalar Zero Value to be 0.5 (default is zero) like so:Īs Arnold works well with very high resolution maps with Arnold. The "Arnold way" (as I call it!) is to define this in the Arnold Scalar Zero Valuein the displacement shader node. There are various methods to do this! I can simply set the Alpha Offset to -0.5 (default 0), as my displacement map is painted in Mari with 50 percent gray as zero displacement. Just need to define the value of the displacement considered to be zero displacement. The default setup, with Alpha is Luminance on the file texture, will work just fine. I'm still on Mountain Lion, which doesn't support OpenGL 4.0 unless I upgrade to Maverick or Yosemite.īefore getting into alSurface shader, I thought just to use ai standard shader to quickly see how the displacement would look. Mari displacement preview is currently only available on cards and drivers that support OpenGL 4.0 or newer ( Mari 2.65v2 release notes). So I've got all my maps ready, and wanted most of all, to see how the displacement looks like in Arnold render, as Mari on my iMac is unable to preview displacement.
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