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Displacement mapping in Marmoset Toolbag 2.0?

polycounter lvl 11
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Zepic polycounter lvl 11
I'm not sure what I'm doing wrong; I've rendered out a heightmap out of XNormal.

I've placed it under the Displacement Map option in Marmoset toolbag.

Now, I've messed with the sliders and options under Displacement mapping, it doesn't seem to do much other than balloon out the entire model. I can't get the subtle details to pop.

Any ideas as to what could be going wrong?

Any thing I need to be aware of when I render a heightmap out of Xnormal?

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  • Zepic
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    Zepic polycounter lvl 11
    Okay,
    I think I figured this out.

    In case anybody else is having trouble and finds this thread through a search:

    Above the displacement option is a Subdivision tab, click that and then adjust your tessellation. Now the little details will pop out.
  • MM
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    MM polycounter lvl 18
    images please!

    without them it is hard to know what the problem is really.
  • Zepic
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    Zepic polycounter lvl 11
    I'm trying to get the bolts to pop out in the silhouette, the thing is, I can't seem to get a good balance from my heightmap and my settings. Any tips?


    D4WO9Qw.jpg

    rlypYtC.jpg
  • EarthQuake
    Set the scale center to the grey-mid (midpoint) of your displacement map, that way when you adjust the scale, only the details will scale, not the entire object. With scale center at 0, the shader expects black to be the "no displacement" point. It looks like gray of some shade is the neutral in your texture map. Easiest way is to color pick that neutral value and find the brightness, then enter that into the box.
  • Zepic
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    Zepic polycounter lvl 11
    EarthQuake wrote: »
    Set the scale center to the grey-mid (midpoint) of your displacement map, that way when you adjust the scale, only the details will scale, not the entire object. With scale center at 0, the shader expects black to be the "no displacement" point. It looks like gray of some shade is the neutral in your texture map. Easiest way is to color pick that neutral value and find the brightness, then enter that into the box.

    Thanks for the reply.

    So, it looks like 173,173,173 is my mid gray point.

    I'm still a bit confused. Do I enter 173 in the Scale Center box in Marmoset?
    Or is it .173.
  • EarthQuake
    You want to look for the brightness value in the color picker, but you can do some simple math to get the value as well. In this case 173/255 = 0.68 or so.
  • Zepic
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    Zepic polycounter lvl 11
    Awesome, got it.

    One more question if you don't mind. I see a Relative Scale checkbox (Under the Displacement tab); when I click that, it tends to balloon my object to extreme proportions. In what situation would one use that check box?
  • EarthQuake
    Zepic wrote: »
    Awesome, got it.

    One more question if you don't mind. I see a Relative Scale checkbox (Under the Displacement tab); when I click that, it tends to balloon my object to extreme proportions. In what situation would one use that check box?

    Uhhh that is a difficult one, and Jeff, the guy who wrote it and whom I would normally ask is currently on vacation. I want to say it has something to do with 32-bit floating point hdr textures, but that may not be right.
  • Zepic
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    Zepic polycounter lvl 11
    EarthQuake wrote: »
    Uhhh that is a difficult one, and Jeff, the guy who wrote it and whom I would normally ask is currently on vacation. I want to say it has something to do with 32-bit floating point hdr textures, but that may not be right.

    No problem :).

    Thanks for your help.
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