Author Topic: Clamp values of displacement map from Mixer or Bridge  (Read 2866 times)

2020-06-15, 16:55:07

John.McWaters

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I have an issue with displacement maps from Mixer or Bridge where the white/black values of the map are quite close together. This causes the displacement to be quite weak, and I'll have to increase the distance in order to get the desired effect. Ideally, if I could clamp the values such that the darkest pixel was black and lightest pixel white, I could then dial-in the displacement distance more accurately.

Has anyone here noticed this with displacement maps from Mixer/Bridge as well? Perhaps I'm just dealing with them the wrong way. I posted a similar question on the Mixer forums, but I didn't get much help.

2020-06-15, 17:41:54
Reply #1

TomG

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If I understand the situation correctly, you could pass the map through a Gradient Ramp map in Max, which lets you remap (so you could stretch that light grey to white range to be black to white), or by a Corona Color Correct, where you could adjust contrast, gamma, etc to emphasize the range. Not sure that is any easier than simply adjusting the distance in the material though :)
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2020-06-15, 18:36:16
Reply #2

John.McWaters

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If I understand the situation correctly, you could pass the map through a Gradient Ramp map in Max, which lets you remap (so you could stretch that light grey to white range to be black to white), or by a Corona Color Correct, where you could adjust contrast, gamma, etc to emphasize the range. Not sure that is any easier than simply adjusting the distance in the material though :)

Thanks Tom, I think the first technique you describe is what I'm looking for. Essentially, I need to adjust the levels so I'm using the full range of shades between white and black.

2020-06-16, 04:38:26
Reply #3

John.McWaters

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If I understand the situation correctly, you could pass the map through a Gradient Ramp map in Max, which lets you remap (so you could stretch that light grey to white range to be black to white), or by a Corona Color Correct, where you could adjust contrast, gamma, etc to emphasize the range. Not sure that is any easier than simply adjusting the distance in the material though :)

Tom,

Do you mind walking me through how to remap colors in your first method you describe? I'm guessing I should plug my displacement map into the Source Map input, but I can't figure out how to adjust the setting within the component to make it do what I want.

2020-06-16, 09:08:58
Reply #4

cjwidd

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Tom, could you describe how the gradient remap differs from the equalize feature in Corona Color Correct?

2020-06-16, 13:47:10
Reply #5

TomG

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The Gradient would look something like this, on the left is the tweaked material, on the right the default. Mostly it comes down to setting Gradient Type to Mapped. You can have as many points in the gradient as you like, I just used an extra solid black and solid white to be able to move those around and adjust where the clamping points were.

Yes indeed, a curve in the color correct would do it too, equalize in there would be an instant set up that can still be tweaked with the points on the curve, in the same way as tweaking with points in the gradient ramp. Quick example also attached.

Whichever you prefer or find the most natural and easiest to control. The only thing I can think of off the top of my head is that with the Gradient Ramp, you could add extra noise; and that Gradient Ramp doesn't have to be just black and white, you can map it to any colors you like. You may also need to desaturate with the Curves (as I did in this example) as it might emphasize any particular color tint present in the original image.
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2020-06-16, 14:52:44
Reply #6

John.McWaters

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The Gradient would look something like this, on the left is the tweaked material, on the right the default. Mostly it comes down to setting Gradient Type to Mapped. You can have as many points in the gradient as you like, I just used an extra solid black and solid white to be able to move those around and adjust where the clamping points were.

Yes indeed, a curve in the color correct would do it too, equalize in there would be an instant set up that can still be tweaked with the points on the curve, in the same way as tweaking with points in the gradient ramp. Quick example also attached.

Whichever you prefer or find the most natural and easiest to control. The only thing I can think of off the top of my head is that with the Gradient Ramp, you could add extra noise; and that Gradient Ramp doesn't have to be just black and white, you can map it to any colors you like. You may also need to desaturate with the Curves (as I did in this example) as it might emphasize any particular color tint present in the original image.

Thank you Tom, this was a big help. I was able to adjust the displacement map of my CMU texture and get it looking much better.


2020-06-16, 14:54:47
Reply #7

TomG

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You are welcome, glad it worked for you! Nice looking texture too :)
Tom Grimes | chaos-corona.com
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