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Published: 2020-09-21 21:57:59 +0000 UTC; Views: 208268; Favourites: 807; Downloads: 932
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Description
THIS IS NOW UPDATED, NEW VERSION CAN BE FOUND HERE:
Mature Content
Greetings, I'm releasing a new version of my Wrinkled Sole Displacement Map for Genesis 3/8. It was made for Genesis 8 but it seems to work just fine with Genesis 3 as well. Recommended settings below. There will also be a link to the Stash download below as well. I just want to say a few things about it real quick.
The map is free, but if you use it and you really like the results, I'd really appreciate a small donation to my paypal (send a Note if you're interested) since this was a ton of work and a ton of trial & error. Monetization isn't my motivation, that's why it's free. I would appreciate it nonetheless.
This map is not perfect, there's even a teensy artifact strip along outer edge of her feet, although it's really hard to tell. Everything else should be fine, let me just write up those settings.
Displacement Strength: 1.00
Minimum Displacement: -0.6
Maximum Displacement: 0.6
SubD Displacement Level: 50 (Honestly, I'm not even sure what this does. Maybe it's there to match the subD of the model, I'm not sure. The value of "2" works for me as well, but I've also just gone "50" not sure why though.)
Finally, the human model's subdivision is set to a minimum at "2." There will be weird, geometric artifacts if you don't increase the subdivision on your model.
-Keep the min/max displacement levels the same, or the model's geometry will get weird.
-Wrinkle the right or left sole exclusively, make copies of the Displacement Map and just erase the side you won't want wrinkles on and save them separately.
-The map might look incompatible with your model's Normal / Bump Maps.. maybe. I say look because it'll still function okay, but the maps might conflict with how they're uniquely mapped. Normal Maps fake lighting and bumps, and if those cross path with the Displacement Map, well, you can see how it might look off.
-Stay safe and have fun!
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Comments: 68
Desterotica In reply to Flagg3D [2020-10-04 18:02:55 +0000 UTC]
👍: 0 ⏩: 1
Flagg3D In reply to Desterotica [2020-10-12 11:57:43 +0000 UTC]
That's really really weird. Deviantart can be buggy sometimes, I'll reupload it and personally send you the link.
👍: 0 ⏩: 1
Desterotica In reply to Flagg3D [2021-01-21 19:04:16 +0000 UTC]
👍: 0 ⏩: 0
Luigis-World In reply to ??? [2020-09-23 00:08:56 +0000 UTC]
👍: 1 ⏩: 1
Flagg3D In reply to Luigis-World [2020-09-23 00:25:37 +0000 UTC]
👍: 3 ⏩: 0
mundogts [2020-09-22 11:15:40 +0000 UTC]
👍: 0 ⏩: 1
Loca-Lyn [2020-09-22 11:07:04 +0000 UTC]
👍: 2 ⏩: 1
Flagg3D In reply to Loca-Lyn [2020-09-22 14:39:19 +0000 UTC]
You might've misread, I referred to two different types of SubD within the program. SubD Displacement Level isn't the same thing as an object's subdivision. There's two parameters for SubD, one is stowed in the object's Parameter settings (the one that actually subdivides the geometry) and the additional one assigned to every material zone in the Surfaces tab that's specifically called SubD Displacement Level. It's that one that does both everything and nothing, because the model normally won't accept the displacement values of that is set to "zero." From that point onward, chosen values seemingly don't do anything. That's why I don't really know what it does and it's also why I don't mind leaving that value at "50."
So my theory is that it functions similarly to how you describe, but that it caps out per the assigned value in the Parameter settings. For example, if the subD on a model was set to a value of "3", and the SubD Displacement Level is set to "2", then it tells the program that that specific material zone won't pass a subdivision of 2. Simply put, it seems like SubD Displacement Level is a way to finely control subdivision levels on specific material zones belonging to a parent geometry, but at the very least it's not the component actually executing the subdivision. And it won't function until the object's assigned SubD actually allows for those specific values to be met.
Hope that clarified things! It's a weird thing. I'm really just guessing, but if you looked yourself you'd see there's no way that value actually subdivides a model. It's likely just allowances based on previous set values on actual SubD properties.
👍: 2 ⏩: 0
openhighhat [2020-09-22 08:27:29 +0000 UTC]
👍: 2 ⏩: 0
SWRtist [2020-09-22 06:54:47 +0000 UTC]
👍: 2 ⏩: 0
Ethos-X [2020-09-22 02:33:31 +0000 UTC]
👍: 1 ⏩: 0
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