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Bake material deformations into object
Posted by Alan Lacey on May 5, 2010 at 4:23 pmI’m running R11.5 with Mograph.
I’ve created a poly object that’s just right using a material deformation mapping on top of bump map.
When I PLA it the structure doesn’t animate at all well. Is there some way of baking the deformation mapping into the object. I know this could lead to very high poly counts but it’s a simple scene apart from this object.
Thanks for any help.
Alan (uk)
FlashXDR,XDcamHD,XDcamEX,D9 etc
FCS,AE,Combustion,LiquidSilver,Vegas,Edius,
G5,MBP,Vista64,XPAlan Lacey replied 16 years, 4 months ago 2 Members · 7 Replies -
7 Replies
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Adam Trachtenberg
May 5, 2010 at 5:24 pmYou can use the MoGraph displacement deformer and make that editable, but you have to add the geometry with a HN object rather than subpoly. So, for example, if you have subpoly at level five, you would set the HN render subdivision to 5. And yeah, you will have a lot of polygons to deal with!
Once you make it editable disable your material’s displacement channel as it’s already baked in.
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Alan Lacey
May 5, 2010 at 5:40 pmThanks a lot Adam. I’ll give it a go.
Are there any implications using HN objcet rather than subpolys?
I only needed subpoly level at two so I hope I don’t end up with an impossibly large number of vertices.
Once I get to using the magnet tool on all these vertices, is there any way or turning off the individual vertex display as these mask the object.
Cheers
Alan
FlashXDR,XDcamHD,XDcamEX,D9 etc
FCS,AE,Combustion,LiquidSilver,Vegas,Edius,
G5,MBP,Vista64,XP -
Adam Trachtenberg
May 5, 2010 at 5:44 pmThe main thing with using HN instead of subpoly is that it uses more ram. Obviously it can slow down the viewport, too.
Regarding the magnet tool, you don’t actually have to be in point mode to use it.
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Alan Lacey
May 6, 2010 at 8:18 amThanks for your patience Adam. If only I could get this working it would be ideal, but no cigar yet!
It’s for a teaching medical piece about laser eye surgery for glaucoma. I need animatable iris fibre, high detail. I’ve got just the look I need using the combination of a nice iris bitmap, used for bump and displacement mapping.
I now need to do a small PLA on the iris surface via the magnet tool.
What I did:
Iris material displacemant mapping (type:Intensity, subpolys on, level:3)
Place the iris under a Mograph displacement deformer (emulation mode)
Turn off material bump map (to simplify view)
All looks good
Put under HN tag (subdiv=3 both editor and renderer)
Make editable
still looks good
Turn off mat. displacement map
All gone!I hope I’ve misunderstood you and are missing a step?
Cheers
Alan
FlashXDR,XDcamHD,XDcamEX,D9 etc
FCS,AE,Combustion,LiquidSilver,Vegas,Edius,
G5,MBP,Vista64,XP -
Alan Lacey
May 6, 2010 at 8:37 amHmmm more and more complicated.
The above method does indeed produce many more vertices (via the HN) but these are all coplanar with the original geometry. You need to keep the material displacement mapping switched on to access these vertices for animation.
So it’s not a true geometry baking process, but the good news is that these vertices are still capable of PLA.
Thanks Adam
Alan
FlashXDR,XDcamHD,XDcamEX,D9 etc
FCS,AE,Combustion,LiquidSilver,Vegas,Edius,
G5,MBP,Vista64,XP -
Adam Trachtenberg
May 6, 2010 at 2:58 pmOops, my bad. You have to use “current state to object” on the HN rather than “make editable”. Also make sure that the HN is being applied *after* the displace deformer. So it should go:
HN
>polygon object
>displace deformerNOT:
HN
>polygon object
>>displace deformer -
Alan Lacey
May 6, 2010 at 4:34 pmArrrr thanks Adam I’ll try again. Although I’ve got something pretty acceptable now using an FFD.
All those polys certainly slowed the machine up somewhat.
Alan
FlashXDR,XDcamHD,XDcamEX,D9 etc
FCS,AE,Combustion,LiquidSilver,Vegas,Edius,
G5,MBP,Vista64,XP
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