3D World

How do I correctly combine sculpted and painted displaceme­nt maps?

- Emma Strange, US

Zeno replies Sometimes it is more efficient to combine various Displaceme­nt maps at render time, rather than sculpting all of them. A common example is when you’re creating fabrics, a skin shader, or in this example, paint splotches. I would sculpt a Displaceme­nt map in Zbrush, but leave out the high-frequency details; sculpting just the big shapes. I prefer to paint the high-frequency details (for example, paint drips or skin pores) in 2D so I can use the same informatio­n in my Colour map. It also enables me to go into much more detail. I’m not bound to my eight to 12 million polygons in Zbrush, for example an 8k map has 67 million pixels to exploit. So we end up with a 32-bit Displaceme­nt map with a practicall­y infinite value range and an 8-bit image with a value range between 0 and 1. So how do we combine these? It’s really easy with Arnold: first you need to remap the painted Displaceme­nt map so the Scalar Zero values of both Displaceme­nt maps are the same. When dealing with 32bit extracted Displaceme­nt maps, this is usually 0. The zero value shifting is needed for correct layering of the maps. We will use the alremapflo­at for this. Leave the Bias and Gain as they are; just change the Output Min and Output Max to -1 and 1. Be sure to disable clamping. We can’t clip half our informatio­n in the negative values. Then all that’s left is to layer the shifted 8-bit map on top using an alcombinef­loat node using the Add Operation. To control the intensity of the layered map, we can both adjust the Output Min and Output Max values in the alremapflo­at node, or we can create an extra alcombinef­loat node and multiply the map with a certain value.

 ??  ?? Zeno believes that keeping track of your samples is the key to speeding up your renders
Zeno believes that keeping track of your samples is the key to speeding up your renders
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