Displacement map issue in redshift
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Hello there, new to redshift and this is probably a noob question but it's bugging the hell out of me. I'm trying to apply a texture to a text (png alpha), I have connected a color splitter to the material opacity input. The displacement map goes straight to the displacement output via a displacement node. Problem is that the displacement not only covers the text but the underlying fabric as well, how do I make it so it only affects the text?
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Hi donatello,
I would need to see the file (Including the textures); you can replace the model with a plane.
(I only open files from Dropbox, Apple, Adobe, Googe, and Wetransfer cloud services.)Combine the alpha channel to the Displacement first (Multiply). Depending on where you like to have the Displacement, the Alpha channel needs to be inverted first in some cases.
I would always go with OpenEXR and linear files to work with this, while the Color Space for data-driven formats is CIE-RGB, including Alpha; the typically set to RAW tip works in most cases, but not always. Hence, I would love to see the file.
Here is an example
I have set the Displacement high to demo it. If you need it this extreme, the Alpha channel might need more adjustments and more contrast. to point in a direction
All the best
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@Dr-Sassi Thank you kindly, for some reason I needed a color splitter to read the alpha channel correctly.
I do have a follow up question. If I have let's say two different stickers I want to add to a plane. How can I get the displacement map from the texture to affect both of these stickers? I can only get it to work with one of them.
I have recreated this in a file below (wetransfer link), the displacement only works with one of the stickers at a time depending on the order it is stacked. I get that this is a noob question but I'm totally stuck here
https://we.tl/t-OmW2EjdlTL
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Hi donatello, thanks a lot for the file.
There are three main ways to solve this, and yes, I know you want to do it via stacked Materials. Please know that there are limits to stacked materials.
Three ways:
ā¢ Stacked Materials
ā¢ Geometry Based Labels
ā¢ Single Node LayeringStacked Materials,
As mentioned, there are limitations (five Material Tags). The other is that Displacement will use the Add option in the Material Tag, which will not work well with the Color or other channels, considering opaque Labels. Please have a look at the example.https://projectfiles.maxon.net/$web/Cineversity_Forum_Support/2023_PROJECTS_DRS/20231009_CV4_2024_drs_23_RSld_01.zip
Geometry Based Labels
This is how I have created all my product visualization for nearly a quarter century. Back in the day, with copying the geometry and Normal shift the new polygons, and delete the unwanted polygons. Since a while this is not longer needed, we can just place a Plane with a Surface Deformer there. This technique allows for some material dimensions.
https://projectfiles.maxon.net/Cineversity_Forum_Support/2023_PROJECTS_DRS/20231009_CV4_2024_drs_23_RSld_11.zip
(You need to place your texture files into the tex folder)Single Node Layering
There are options to place textures to a specific position on the surface and define what quality they have. This can become more or less abstract, but there is a feedback option with the Render Preview to produce what is needed. There is a learning curve, no doubts about it, but also a lot of space to grow into.
https://projectfiles.maxon.net/Cineversity_Forum_Support/2023_PROJECTS_DRS/20231009_CV4_2024_drs_23_RSld_21.zipAll the best
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@Dr-Sassi You are a lifesaver, thank you very much!
Looked through all the files and I think the geometry based labels is the best option BUT if I use a plane with the cloth tag and add some turbulence, like a flag for example. Is there a way to make the geometry labels follow the cloth simulation or would I have to use stacked materials in that case?
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Thanks for the feedback, donatello.
So far, I went with your scene, which is static.
If you encounter that the Flag is a frame ahead, perhaps use a Point Cache or the Cloth Cache. But do not leave the forces on after caching.
There are typical problems when the Flag has a lower resolution than the "label," as the edge does not bend, which might show when it overlaps/intersects.
If you have a wild flag animation with significant differences in the mesh, go with a texture/material-based solution.
CV4_2024_drs_23_CAfl_01.c4dAll the best