Are we dealing with a rigged character whose surface detail is controlled by a ZBrush generated Displacement map? Set your subdivision order to After Bones, apply your displacement using nodes (Before Local Displacement) and be happy. Some experience can of course lead to some reliable rules absolutely perfect for certain situations. And there you have several selectors where you can choose the order for the single deformer/subdivision operation: First, After Morphing, After Bones, After Displacement, After Motion, Last, Before Bones, Before Local and World Displacement…all very familiar terms for any LightWave user. Not only you can apply displacements in different ways and from different “places”, you can also, in most cases, decide when those should be applied. Or apply a morph before Local or World displacement and, again, get what you most likely don’t need. What is absolutely important (especially if we’re dealing with a subpatches) is the order those operations are performed and if they should happen on the cage or the subdivided object.Īpply a displacement before the object subdivision (so on the cage vertexes), and you may not get what you need, since the potential detail of a Displacement or Procedural map gets lost. Morphs, Bones and several Displacement types are working together to give the mesh the desired final shape. LightWave 3D® provides several ways to deform a mesh.
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