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Subject: C5 displacement mapping question


tkane18 ( ) posted Mon, 31 October 2005 at 2:16 PM · edited Sun, 12 July 2026 at 7:42 AM

I haven't really used displacement mapping before and had a quick question. In the various discussions on this topic, I noticed mention of Zbrush support. Do I need a 3rd party product like that to use displacement mapping?
Thanks.


mmoir ( ) posted Mon, 31 October 2005 at 3:15 PM

No,you don't. You can create your own maps and use them to displace your meshes.


sailor_ed ( ) posted Mon, 31 October 2005 at 4:24 PM

Is this real displacement like Anything Grooves? And how computationally intensive is it? Thanks in advance.


MarkBremmer ( ) posted Mon, 31 October 2005 at 6:00 PM

It is "real" displacement. The embedded C5 displacement allows for animated textures, too. The more polygons you add, the more your computer has to "think" about it. ;) There are options with both to turn-off real time displacement in the 3D view to make the assebmly room not slow to a crawl if you've got something really detailed. It is like AGrooves but a little more robust in some areas. However, DCG's products has some great optimization when used with primitives. DCG has released a beta update for it's plugs to try with C5. Give it a whirl if you already own AGroove.






brycetech ( ) posted Mon, 31 October 2005 at 9:02 PM

the displacement is real displacement and it opens entirely new worlds because, as of yet..unlike DCG's version, I have not crashed c5 with the its native displacement mapping. Thats not to say DCG's version isnt as good, I just think they work differently...and the native method is more stable for me. You can create some really great smoke with this displacement and "blur". Im personally very pleased with this "new" feature. :) BT


sailor_ed ( ) posted Tue, 01 November 2005 at 6:32 AM

Thanks for the info. Sounds great. I should be getting my beta soon..


RonF ( ) posted Tue, 01 November 2005 at 5:06 PM

Brycetech, Have you got an image showing displacement/blur created smoke? I'd really like to see that if you have time. Ron


brycetech ( ) posted Tue, 01 November 2005 at 10:02 PM

file_301214.jpg

small example...from a still in the animation. Animated, this looks SOOOO kewl! I have some slight issues with the way the particles "live"...which I'm trying to work around. Not sure if its a bug or if I have a setting incorrect, but there is a setting for the life span of the particles. In the animation, they ALL die at the end of the life span in the animation instead of based upon each particles life span...ie, it looks like the rocket fires, the stops, then fires again, then stops..etc, instead of the particles dying one at a time based upon their individual life span. anyhow, still very cool. :) BT


LCBoliou ( ) posted Wed, 02 November 2005 at 1:13 AM

file_301215.jpg

Here is a little displacement mapping test, using texture maps.

One thing about the C5Pro displacement maps, they do not really do true mesh forming as DCG's version. When I tried exporting a displacement map from Carrara (with Carrara's) the mesh (an obj sphere) was not distorted after I imported into Vue 5I. DCG's will.


MarkBremmer ( ) posted Wed, 02 November 2005 at 6:14 AM

Hi LCboliou, Actually it does. Just make sure that you have "Displace in 3D view" selected in the shader room prior to exporting the object. :) Mark






LCBoliou ( ) posted Wed, 02 November 2005 at 10:01 AM

Aha! Thanks Mark! At any rate, it would not be a big deal for me, as I rarely worry about exporting the deformed meshes -- still, nice to know. So far, C5Pro is really working out well. Obviously Eovia did a lot of testing, as I have not had one crash! If Eovia would just make the spotlight light cone a "real" raytraced feature. -Lou


MarkBremmer ( ) posted Wed, 02 November 2005 at 3:12 PM

You mean for reflected light cones? Yes, that would be awesome.






LCBoliou ( ) posted Wed, 02 November 2005 at 3:53 PM

Yes, kind of. They are called "transparent shadows," in this other application. Allows for good light physics simulation.

See my image at "Carrara 5 - Impressive... or not?" #89


charlesb ( ) posted Wed, 02 November 2005 at 10:02 PM

You can export the diplaced geometry. What you need to do is select the option that says "Displace in 3D View" in the displacement shader before you export. If you do, it will generate a mesh and you will be able to export it. Charles


LCBoliou ( ) posted Thu, 03 November 2005 at 12:23 AM

Thanks Charles, I had tried that, and doing so understand the clever reason for the default view! A lot of heavy resources, likely Open GL, are saved for more important things. BTW, your team has done an excellent job with this release of C5Pro. I think Eovia will be racking up some very well deserved accolades, and a lot of respect in the 3D community. I hope it doesnt seem like Im gushing over this, but I tend to call them as I see them. Aside from the lack (still) of true raytraced visible vol lighting (light cones), you folks seem to have hit a home run!


Primitive_Dave ( ) posted Thu, 03 November 2005 at 2:42 PM

Brycetech -- I don't know if this is your problem with the particle fountain, but in C4, you have to adjust the Maximum number of particles and the Frequency to make a continuous stream. Since it 'recycles' the particles, if they are emitted with higher frequency than they die, you'll 'run out' until enough die to start emmitting again, resulting in spurts. This can be a useful for some effects, but not for exhaust and contrails. Try setting the Frequency or Lifetime lower, or the Maximum higher and see if they work. Or maybe it's different in C5 and I'm completely wrong ;-). Good luck!

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