When I use grayscale displacement maps, I save it as a psd. and the apply it via the displace filter.
How do I apply a dual-channel map? Do I save the Red (right to left) and Green (up to down) as separate .psd and then apply them or is there some other way?
trouble with displacement mapping. I am trying to cover a very rugged cliff face with the Union jack (british flag). I am trying to get a sort of old faded spray painted on look, following the rock contours.
trouble applying a displacement filter to my flattened images. I think i know how to create the displacement map. I right click on any one colour channel; duplicate it; save as a new channel; and save this new b&w image as my disp. map.
But then i go back to the image that i want 'displaced', click on the appropriate layer, go to Filter>Distort>Displace, click OK on the little dialog box and then open the previously created disp. map. Then nothing happens.
What I am looking for is some sort of plugin that takes the tediousness out of it and lets you preview it in realtime.
An ideal plugin would be able to do the following:
-view the source image - image to be displaced.
- View composite image preview(what you see in photoshop when the disp map is applied)
- View Displacement Map preview - hopefully these would be side-by side
I have an image of a face, and an image of text and I want that text to look like it is wrapped onto the face.
Select the face image (ctrl-A) & open the plugin. THis becomes the composite (preview) image
Next to that is the Disp. map. In this case I would check a box that says "use composite as displacement map" It would greyscale the image of the face, and that would be the height/depth disp. map whihc I could then fine tune.
Next to that would be where the image to be displaced is. I open up the image file of the text.
Now I see in the "Composite image" the text wrapped around the face, following the contours of the face. I can adjust the levels of the disp map to create a more dramatic or more subtle effect. WHen I'm finished I click OK.
The "file to be displaced" (in this case, the text image) can also be "same as composite"
If you have ever seen this image where it looks like a photo of a crowd taken from above, but it almost looks liek the height of the people forms Bill Clintons face, this is what this would be used for.
The composite would be the photo of the crowd. The disp map is the photo of clinton's face. SInce the displaced image and the Composite image are the same (via checkbox), you just hit apply after adjusting your disp map. It applies the disp map to the selected original image, and the lights & darks displace the original and give it that look that I just described.
- click to open a source file for the disp. map. - ideally I would be able to open even a color jpg, and it would convert it to greyscale upon opening in the plugin window.
- ability to use the selection (preview composite image) as a displacement map rather than saving & opening it up
- invert the greyscale disp map.
- ability to adjust levels of the alpha/disp map in the preview window in order to darken the darks, etc.
- ability to resize/rescale the dispmap in the preview window. THen in realtime or close to realtime I would see the results in the Source Image preivew window. This way I can shrink or grow the disp map to fit my selection if need be
- Ability to grab the disp map and move it around in order to precisely line it up against the preview image
We're experiencing some artefacts near UV seams on our baked displacement maps. We have a clean, multiple UV-tile model which is subdivided, sculpted etc. Baking uses subdivision method, smooth target mesh and UVs on (we render with prman). Edge bleed is default 2, anti aliasing to x2.
Then test the map out by bringing the target model back in, subdivide up to the corresponding level, and sculpt using maps. The artefacts are not everywhere, just on some UV boundaries in some areas, very strange. The UV boundaries are clean quads, same spacing, good use of UV space. My concern is its in sporadic regions, and not globally over all seams.
I'm on a project where I need to export displacement maps / normal maps from zBrush 4.0 to Softimage 2012.
Im using the "Multi Map Exporter" to export the maps out of zBrush.
I know that I have to use the "change range node" between the image and the displacement port of the material and set the displace geometry approx. to "Fine" and play with the settings.
So my questions are:
1. Is there a way to calculate the exact ranges for the "change range node" for the map or is this gueswork?
2. In the geometry approximation what kind of settings are normaly appropriate in terms of mixing rendering speed and highlevel detail (look).
3. I exportet a normal map and pluged it with standart settings to the bump port of the material but the light seems to be inverted. How can I solve this?
I would like to know if I can import my AutoCAD 3d file into 3DS MAX, with the lighting maps and material maps intact. This is because I am doing my thesis on AutoCAD 2011 but I would like to use 3DS Max to do a walk through video.
I am a screen printer and I print my separations from Photoshop. I routinely work with multi channel files or RGB files with additional spot color channels. I have created actions to place my registration marks, re-size images, etc to get ready to print but I manually have to create the text labels for each screen if they are missing from the original artwork.
The files I work with have channels named as "Base White, Red, Green, 284 Blue" etc indicating the ink color. What i would like to be able to do is click an action that would copy the text from the channel name and insert it into a separate or each/all channels near the top of the file so that when I print each positive it has a corresponding label for ink color.
I am not sure if this is even possible, and I am limited on my knowledge when it comes to actions and have pretty much got lucky in the past getting them to do what I want without unnecessary steps.
On my registration target action it creates a new channel with each individual reg mark then combines them into one separate channel in which I just copy the contents and select all the ink channels and fill with black to make them appear, i'm happy with the steps it takes as it isn't too much trouble and if this could do the same with labels I would be happy with that.
Just made sure updates for the video card and all the hardware were current and still getting this problem where when I go to adjust a channel of video a random frame from the below channel will insert itself into the clip that I just moved as if it was married into the source footage.
Adobe Premiere Pro Running an nVidia 660 with 331 drivers installed Win7 64 bit ultimate
How can I get the channel subassembly to attach to the assembly insertion point at the channel flowline marker? I need the flowline to follow my profile elevations.
Im running PS CS6 13 x64 on a MacBook Pro with Mountain Lion OS X 10.8.2. I want to load a displacement map but when I'm in the Displace dialogue box and I click OK I get 'Operation could not be completed'.
I'm trying to use either the displacement or 3D rendering function in Photoshop CS to make a realistic looking tattoo on a face, but I can't get "distort" or "render" to come out of grey no matter what I do.
I need help in displacement mapping. My teacher wants us to take a unfurred animal and put fur on it. I have tried to follow the tutorial she gave us but involves text not objects.
Filter > Distort > Displace is undervalued gem, yet it has significant drawback - the displacement does not interpolate between adjustment pixels. This shortcoming in combination with the fact that Photoshop uses very fine noise to smooth transitions between gradations in 8-bit channels and therefore creates very unsightly, jugged effect even when displacement source is a gradient. Unfortunately the filter does not work with 16-bit channels and its closest relative - Liquify uses meshes instead of images for input.
So here is my question: does any of you aware of a way, in Photoshop or otherwise to create silky smooth displacements within 2D imagery (there are bunch of software to accomplish it in 3D) using interpolated 8 bit or original 16-bit (or higher) images as source?
The attached image was produced by displacing perfectly smooth word "test" with plain black to white gradient at 999% displacement strength.
is there a way to create smooth displacements using images as map. Since displace filter has only 256 levels it consistently creates jaggy results when used with settings of 100% and above. So this filter works reasonably well for small displacements and small images, but try to displace group of pixels 500% in 10 by 10 inch file at 300 dpi even using silky smooth gradient. Desired effects can be achieved to some extent with liquify filter, but that filter in turn lacks ability to use images as maps. I hoped that 16-bit support in CS would extend to displace filter giving us 64000 levels insted of 256, but this is not the case. Gradients themselves can be very smooth now, but displace filter will not accept 16 bit files.
I'm sure I linked from it here but can't find the one particular tutorial again. It showed how to conform text on a human face using displacement maps and was a particularly good tute. Someone I know needs that exact effect and I can't find the tute again. I've done considerable searching but can't find the link again.
I was looking for displacement map tutorials through Google and came across a listing that showed a man coming through a wallpaper like background. The link was a photoshopgurus.info address but when I attempted to follow the link I received your "typewriter" error page. Will this tutorial be available in the future?
Is there a maximum number of characters that can be in the name of a saved displacement file? When I save a displacement file with 12 characters or less, the Filter>Distort>Displace works fine; when I save the same file with 13 characters, nothing happens when I try to apply the filter. Obviously, the solution is to save files with 12 or fewer characters. I just wondered if this is a known limitattion.
If there is a similar function to "Execute function and repeat" in order to make the displacement of various objects. For example I have 5 different objects and wanted to give them a displacement of 1.5 cm, how to do this automatically by Corel Draw ?
I am a Maya user who is trying to see if there is an equivalent menu item to convert a procedural texture displacement into a polygon mesh that no longer needs the texture?
I modeled a female body and imported from 3DSMAX to mudbox to texture but now i'm having trouble on baking the displacement map in MUDBOX. I'm using tiff 32 bit floating,7 x 7k, with search distance of 4 (i believe it's a relative good number). My source model is step 0(with about 2 million faces) and the other is step 2(with aprox. 6 million faces). I'm using target to closest model, smoothing only the source and wht i get is this: a big black image with one or another gray dot.
I saw several tutorials about wht might be. I changed several times the search distance, and also tried to bake in max. Nothing seems to work. Mudbox keeps leving me with a blck image and max gives me something strange that works a little as a displacement map but it is totaly untileble.The two images attached are from mudbox. One as i get, and in the other i tried messing with levels in photoshop but it didn't work too.
I've tried to flatten a drawing using the displacement method (selecting all, then moving by displacing 0,0,1e99 and then displacing back).
Somehow I didn't select all objects and now some are on z=0 while others are not. Worse yet, I didn't notice it in time, so now some objects (dimensions, lines, etc.) have one end on z=0 and another on 1e99/-1e99.
Is there another way to make all objects have z=0? Best if I can be sure I select *all* objects (currently ctrl-A tells me some objects are on locked layers, though I can see no locked layer and some are not in current space, whatever that means).
I'm sculpting a portrait work and after generating the displacement map, the map itself automatically is displayed in the model. This is actually the second time I'm experienced this.
How can I disable this auto function without having to turn off the layer in the layer tab each and everytime mudbox generates the displacement map.
Can I "collapse" displacements in Maya?I mean, in Max you can use a displacement modifier with a map applied, and you can see your displacement effect in viewport. Then, you can collapse this modifier and your geometry has now the displacement effect collapsed, is a new geometry with very nice detail.This is very usefull for example to use this geometry in Mudbox with a very nice base mesh.In Softimage you can do the same thing with a push deformer with your displacement map applied.
I have a Multi-Material on an organic surface (see image below). The Bumps are created by a displacement-shader in an arch&design material. When I render it out, i get these artifacts. Of course I know where those are coming from and why. But i have no clue of how to get around them. I dont wanna use the Displacement Modifier because of polygoncount-reasons.