UVs Base Female Displacement with iRay ?
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Hi Folks,
it looks as if "UVs Base Female Displacement" does not work with iRay (DAZ 4.11).
No matter what displacement level preset (out of the iray presets folder) I load on the G3F, the outcome ever is the same compared to the "default" skin setting.
What is wrong?
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G3F wo Ultra-Displacement.jpg
2200 x 2000 - 2M
Comments
What Ive read sofar on this subject, is that in iray, displacement works on a per-vertice level, so you need to subdivide it I think? In 3Delight its different.
Can you attach a screenshot of the displacement settings for the arms?
Hi,
that's what I've already experienced. So for "SubD Displacement Level" a value above 3 should do. That's an experience from own creations.
But in this case non of the possible settings between 2 and 6 (supplied within the product) worked. Also higher values for the min/max Displacement ddidn't change anything.
Attached: example for "SubD Displacement Level" = 4
My thought is with the map itself. I had tried using some displacement maps that came with something, forget what as it was some time ago, but they didnt seem to have enough contrast or something. One thing you could try if you have PS or something similar, is to open the particular displacement map and save it as a 16 bit tif file and try that. If that doesn't work then I think you would either have to do some dodge and burn work to strengthen the high areas and low areas more so they show up. I did this for the displacement I made for feet and use it in the 4.11.0.236 beta without any issues. I suspect it is just because there is not enough color value difference from middle gray to make any noticeable changes with displacement.
Isn't that what the min-max values are for?
If the image doesnt have enough contrast to go on then it wont be enough. For instance, if you slotted in a solid gray colored image that is mid gray or very close for displacement then no amount of min max amount is going to create detail as that is the value that DAZ uses for it's neutral (no effect) calculation and does not offer enough darker and lighter values to cause good/desired displacement, at least in DAZ. From the experience that I had, the image provided with whatever product it was that I was using, varied little in its range of dark and light vs neutral gray. This may not be the case with the image AndyS is using and may therefore be something else entirely. In my experience I had to create strong contrasting values to get the results I wanted in DAZ as using the displacement maps that came with the product did not produce noticeable enough results to me.
But the point is, that these presets and the displacement maps are created for use with the iRay render engine.
Do I have to expect to pay for a product only to have to try several different tricks by my own to get it to work?
Ok, yep that is the product I was trying to use as well. I can't speak to advertised vs result but I had to make my own. You can download the one I did for feet to see the massive diff in what I had to do to get mine how I liked vs what is in that package from this thread where I provided a dropbox link for download:
https://www.daz3d.com/forums/discussion/275696/feet-hd-detail-or-lack-thereof/p1
Hi shaneseymourstudio,
I compared your tiff with that of the product. That of the product shows much more contrast and details.
I think, it is the DAZ 4.11 version disabling the displacement detailing.
I remember something different, which worked fine up to DAZ 4.9.2, but since DAZ 4.9.3 displacement SubD didn't work anymore for meshes with bigger geometry.
Ah ok, post anything you find regarding that if figure it out. I would like to know as well.
So,
I had this Wheel Excavator. The profile of the tires I changed to real displacement with "Displacement SubD Level" = 4 to let it explicitly show up.
After upgrading to DAZ 4.9.3 this structure was gone in the renders.
What I found in the log-file was an automatic reduction of the displacement level by the DAZ application.