wuz the bump map neutral r,g,b for ds and ca?

MistaraMistara Posts: 38,675
edited June 2015 in The Commons

wuz the bump map neutral r,g,b for ds and ca? thanks. :)

black = 0?

Edited to add question to body of post

Post edited by Richard Haseltine on

Comments

  • glaseyeglaseye Posts: 1,312
    edited June 2015

    don't know for Ca, but in DS 127,127,127 (RGB) is neutral, lower (black) is negative and higher (white) is positive displacement, as can be seen ion the 2 images..
    The 'flat' one has a RGB127 greyscale disp map, the other a pattern with base RGB127, and some White (255,255,255) and black (0,0,0) patterns
    (the grey coloured plane on the right side in the images is for reference, it has no displacement)

    Bump is the same RGB127 neutral, but opposite in the effect (white=negative bump)

    disp-pattern.jpg
    800 x 400 - 45K
    disp127.jpg
    800 x 400 - 22K
    Post edited by glaseye on
  • Richard HaseltineRichard Haseltine Posts: 102,864
    edited December 1969

    Mid-grey is neutral by default. However that isn't hard coded - if the minimum value is not -1 * the maximum value then neutral will be some other value (fo example, if you set the minimum displacement to 0 then black will be neutral and mid grey will be half of the maximum displacement).

  • DAZ_SpookyDAZ_Spooky Posts: 3,100
    edited December 1969

    Carrara has neutral bump as 127,127,127.

    Note that the Carrara bump channel is usually the correct place for the micro displacement typically used in DS and Poser products.

  • MistaraMistara Posts: 38,675
    edited December 1969

    thanks :)

    i've learned in the poser forum about bumps intersecting makes artifacts.

    much of my content is set for poser only.
    need to clean up my scene inventory.
    cranking up the shadow pixels isn't necessarily fixing the shmootz. needs deeper cleaning :)

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