displacement map 10x10 pyramid studs for shoes and straps

mCasualmCasual Posts: 4,607
edited April 2014 in Freebies

the 3 images you see below in a zip file

https://sites.google.com/site/mcasualsdazscripts3/mcja3studs

them nice shoes for A3 dont you know are also on my site

https://sites.google.com/site/mcasualsdazscripts3/mcja3heels

note that the chrome effect is obtained using the indispensable
Ultimate Shader Pack for DAZ Studio UPDATED_2011
by Georgehaze »

http://www.sharecg.com/v/27568/material-and-shader/Ultimate-Shader-Pack-for-DAZ-Studio

the "mask" image shown below was applied to the specular-color channel of the straps, so the chrome effect gets turned off between the studs and shows as black

studspromo1.jpg
1200 x 1200 - 749K
mcjStuds2Mask.jpg
1024 x 1024 - 75K
mcjStuds1Bump.jpg
1024 x 1024 - 77K
mcjStuds2Bump.jpg
1024 x 1024 - 94K
studspromo2.jpg
1200 x 1200 - 757K
Post edited by mCasual on

Comments

  • caravellecaravelle Posts: 2,456
    edited December 1969

    Wow, I tried your maps - excellent results, with and without the recommended shaders! Thank you very much!

  • Miss BMiss B Posts: 3,071
    edited December 1969

    Oh Kewl!!! I also use George's Ultimate Shaders. They're usually the only ones I need. :coolsmile:

  • none01ohonenone01ohone Posts: 862
    edited December 1969

    Nice. Thanks for posting Casual.

  • ScavengerScavenger Posts: 2,670
    edited December 1969

    This looks really neat...what do you use for the diffuse channel part of the pic?

  • mCasualmCasual Posts: 4,607
    edited October 2014

    Scavenger said:
    This looks really neat...what do you use for the diffuse channel part of the pic?

    in Daz Studio's 'Surfaces' tab, if you apply an image to the "reflection" channel of a surface then, in software render mode only, you get simulated reflections, it usually looks like chrome metals

    a must-have is George Haze's free metal shaders found here
    http://www.sharecg.com/v/27568/Material-and-Shader/Ultimate-Shader-Pack-for-DAZ-Studio

    so i applied a chrome shader like that, then added the pyramid studs displacement map

    then i applied of the 3rd image shown above to the diffuse map
    http://www.daz3d.com/forums/index.php?&ACT=50&fid=41&aid=134047_BNzhJI03et8VFf1jfOGf&board_id=1
    to get black lines between the studs

    Post edited by mCasual on
  • ScavengerScavenger Posts: 2,670
    edited December 1969

    I guess I just don't understand. This seems to be different than other surfaces and maps I've experimented with.

    I've taken templates or already made texture pictures and put them in the diffuse map area. This gives the...picture..that gets rendered.

    Then things like displacement or bump maps get placed in the right slots to give the picture texture.

    What I was hoping I could do is use these, by slicing and dicing and applying them to a template in photoshop, to make a texture for a leather jacket, ala the picture attached.

    ---------------------
    SO, if I understand how you did it, The shoes in the sample pic, the ankle band you applied the chrome shader, then put
    mcjStuds2Mask.jpg in to the Reflection Map field.

    You then put mcjStuds2Bump.jpg in the Diffuse field.

    SO, THE DIFFERENCE, between mcjStuds2Bump.jpg and mcjStuds1Bump.jpg is how much space is between each stud?

    ----------------

    Hmm..If i now understand everything correctly, then this will either not work, or be a lot harder than I thought it would be to do.


    (BTW, DAZ FORUM PEOPLE, IN LINE GRAPHICS RATHER THAN @!#!@#@ ATTACHMENTS WOULD MAKE THINGS MUCH EASIER FOR PEOPLE EXCHANGING INFORMATION!)

    CG4_Jackettest.jpg
    1000 x 1000 - 199K
    109253_in_l.jpg
    230 x 345 - 21K
  • mCasualmCasual Posts: 4,607
    edited October 2014

    Scavenger said:

    the chrome shaders make all the selected surface chrome

    studs2bump is applied to the displacement map of the shader
    ( it works with the bump channel too but the results are not as realistic

    the displacement strength needs to be 100%
    the displacement min can be 0 and the displacement max can be 1
    this means the studs will be 1 cm ( 1/2 inch ) tall


    the "mask" is used to to add black lines between the studs
    so it can be applied to the diffuse channel
    or possibly to the reflection strength channel

    all this works fine with the shoe straps because their textures occupy the whole surface

    in the case of your jacket you'll have to do a good photoshop job

    example of what your displacement map and deffuse or reflection-strength map could look like shown below

    note that it's better if the areas shown in dark grey are in fact black
    i left them like that so you could recognize your pattern

    jamesdean2.jpg
    2000 x 2000 - 152K
    jamesdean1.jpg
    2000 x 2000 - 433K
    Post edited by mCasual on
  • mCasualmCasual Posts: 4,607
    edited October 2014

    applied to a primitive=plane and rendered

    jimmyD.jpg
    1920 x 1080 - 297K
    keyboard.jpg
    960 x 540 - 147K
    Post edited by mCasual on
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