Generate Displacement Map
Trying to generate a displacement natively in C4D but it doesn't render correctly. The planks lines are not consistent so the map renders out incorrectly.
I just have a cloner with planks which are at a -10deg angle. Camera is in parallel mode.
I also tried by generating an AO map, it works better but I can't get is noise free. There is banding through the dark spots as well as some general noise in those areas despite really high sample settings in the AO shader.
DisP Map Maker 2.c4d
Dr. Sassi last edited by
If you use GI, be careful with AO (You might have notice already, I think AO should be retired for good.)
You can produce clean Displacement maps for structures like that in Photoshop.
The AO would be a similar case for that structure of title boards, quickly done with a pattern in Photoshop.
Both should be done in the best quality; from my point of view Open EXR, float 32bit/channel, and linear—certainly nothing in integer.
I would try to get a slight tile-able texture for each case. Create a Polygon model, supply proper UV to it, and from there, you can bake.
Here is your file; I first created a replica with an optimized polygon structure and your provided MoGraph file. It is 1m time 1 meter. Tile-able and the textures are 2048*2048 (Textures are for a reason two 2 to the power of X. Here I used 2048. The Displacement is 2cm.
The textures are tile-able; I checked them in Photoshop.
All the best
This is really cool - I tried with another profile but the baked image isn't correct, can't figure out what I'm doing wrong.
I took a profile, made it an open spline, adjust the overall height to tile onto the back plane. Then applied an extrude, then a cloner. From there I connected the object, selected all polygons and applied regular UV mapping. I then added that object to the displacement bake tag.
Ok, I think it was the profile I was using as I drew another one at this profile works fine. I made disp and normal maps using this method, so cool!
On the normal maps, do I just leave it at Object for the Normal Method (on the Bake tag) or just Tangent?
Dr. Sassi last edited by
I will look into file three later; you used my file as a base and swapped out the geometries, which has worked before.
I have connected all the Splines, as all overlapping parts will create trouble finding which one to use. Those works are mandatory if you like to have quality. On the other hand, don't use the Cloner; create a single square and the displacement in Photoshop. Pattern.
Your question about Normal maps. Without knowing what you like to do, how can I answer that? The only way is to tell what each one does; here is a copy and paste from the manual:
There are several methods with which Normal maps can be defined. Without going into great detail, they are:
Tangent: The most common method. The Normal orientation is defined with respect to the underlying surface. This is the ideal method for self-deforming objects, e.g., character animation. Such textures can be identified by their mostly light blue or light green coloring; these are the areas in which the Normals are oriented perpendicularly to the surface.
Object: Uses the object's coordinate system to code Normal orientation. Such textures emit, for the most part, in all colors of the rainbow.
World: Uses the world coordinate system to code Normal orientation. This is only for use with non-animated, static objects. These textures emit in all colors of the rainbow as well.
Dr. Sassi last edited by Dr. Sassi
As mentioned, here is a file based on your panel/profile.
The file "01 " produces the smallest displacement square, and even in 32bit/channel/float, it is relatively small.
Please note that the depth information is based on a Gradient set to Linear and projected from the side, with no baking!
The "11" file contains a Redshift 3D setup with the displacement map.
In many cases, the fastest method, while it works with all geometry, must not be only Polygons. That is one of the many advantages.
However, I encourage you to explore the creation of such maps in Photoshop; it has so much potential.