Maxon Developers Maxon Developers
    • Documentation
      • Cinema 4D Python API
      • Cinema 4D C++ API
      • Cineware API
      • ZBrush Python API
      • ZBrush GoZ API
      • Code Examples on Github
    • Forum
    • Downloads
    • Support
      • Support Procedures
      • Registered Developer Program
      • Plugin IDs
      • Contact Us
    • Categories
      • Overview
      • News & Information
      • Cinema 4D SDK Support
      • Cineware SDK Support
      • ZBrush 4D SDK Support
      • Bugs
      • General Talk
    • Unread
    • Recent
    • Tags
    • Users
    • Login

    Displacement RGB ( XYZ Local )

    SDK Help
    0
    9
    924
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • H
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 08/11/2004 at 13:21, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   9.012 
      Platform:   Windows  ; Mac  ;  Mac OSX  ; 
      Language(s) :     C++  ;

      ---------
      Please describe the evaluation process for this displacment evaluation. We are trying to duplicate it for dispalceVIEW and have fallen at the X and Y components ( Z is obviously the normal ). We are looking at the a>d poly components for the X axis but that seems to be off. When there is only movement in the red channel we are getting offsets in what we assume is X & Y. Odd. Info appreciated.

      darf

      1 Reply Last reply Reply Quote 0
      • H
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 09/11/2004 at 01:29, xxxxxxxx wrote:

        Hey darf

        When i worked with the displacement in r9 demo, i had the feeling, they derived those other two components of the coordinate system they use for displacement from the direction of u and v. That's why the result was dependent of the projection. That's my guess.

        chris

        1 Reply Last reply Reply Quote 0
        • H
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 09/11/2004 at 05:00, xxxxxxxx wrote:

          Hi,

          the manual says
          Red = X, Green = Y, Blue = Z

          but honestly. I just tried putting a color shader into the displacement channel and the RGB local results are more than unsatisfying. I tried it on a cube and only on the top face. The face did not once just move upward but, no matter which color I used, the face always rotated in some way.

          So it either does not use the normal or it is simply buggy. One thing is clear. It´s unusable in this state.

          Good luck anyway.

          1 Reply Last reply Reply Quote 0
          • H
            Helper
            last edited by

            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 10/11/2004 at 00:17, xxxxxxxx wrote:

            According to the developers, R is X is ddu, G is Y is ddv and B is Z is the phong normal.

            1 Reply Last reply Reply Quote 0
            • H
              Helper
              last edited by

              THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

              On 10/11/2004 at 13:07, xxxxxxxx wrote:

              Erhmm...

              OK, this may be correct in some instances. Seems that poly.b vertice in a triangle isn't moved in X ( possibly Y ) at all? Huh, strange. Would appreciate the algorithm so it could be implemented properly since it seems a bit esoteric.

              Best Regards,
              darf

              1 Reply Last reply Reply Quote 0
              • H
                Helper
                last edited by

                THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                On 15/11/2004 at 04:17, xxxxxxxx wrote:

                Howdy again,

                This is important. Can we expect that the pseudo algorithm will get posted?

                Best Regards,
                David Farmer

                1 Reply Last reply Reply Quote 0
                • H
                  Helper
                  last edited by

                  THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                  On 15/11/2004 at 14:20, xxxxxxxx wrote:

                  Any chance you could send a scene showing such triangles? They didn't show up in my test file. To me it seems that the contribution from neightbouring polygons is simply added somehow; thus if two polygons conflict the result might be 0 in one coordinate. Anyway, I've asked for a more detailed description of the algorithm.

                  1 Reply Last reply Reply Quote 0
                  • H
                    Helper
                    last edited by

                    THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                    On 30/11/2004 at 10:02, xxxxxxxx wrote:

                    Just create a polygon primitive. make it a triangle. Apply texture with displacement. I would guess the direction is being evaluated from a to c, b to d, etc. If there is no fourth component to the poly it is zero displacment. All speculation of course. How are we doing on this? Render mode is slow and I would like to wrap this up before J3 ships.

                    Regards,
                    darf

                    1 Reply Last reply Reply Quote 0
                    • H
                      Helper
                      last edited by

                      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

                      On 08/12/2004 at 01:31, xxxxxxxx wrote:

                      I believe the DU/DV directions are the same as ddu/ddv in BaseVolumeData. Do you have access to those? In that case the pseudo algorithm would simply be:

                          
                          
                          p = p + z*n + x*ddu + y*ddv
                      

                      Then it looks like the contribution from different polygons is either averaged together or added (just a constant factor difference that should be easy to detect).

                      1 Reply Last reply Reply Quote 0
                      • First post
                        Last post