displacement map 10x10 pyramid studs for shoes and straps
the 3 images you see below in a zip file
https://sites.google.com/site/mcasualsdazscripts3/mcja3studs
them nice shoes for A3 dont you know are also on my site
https://sites.google.com/site/mcasualsdazscripts3/mcja3heels
note that the chrome effect is obtained using the indispensable
Ultimate Shader Pack for DAZ Studio UPDATED_2011
by Georgehaze »
http://www.sharecg.com/v/27568/material-and-shader/Ultimate-Shader-Pack-for-DAZ-Studio
the "mask" image shown below was applied to the specular-color channel of the straps, so the chrome effect gets turned off between the studs and shows as black
studspromo1.jpg
1200 x 1200 - 749K
mcjStuds2Mask.jpg
1024 x 1024 - 75K
mcjStuds1Bump.jpg
1024 x 1024 - 77K
mcjStuds2Bump.jpg
1024 x 1024 - 94K
studspromo2.jpg
1200 x 1200 - 757K
Post edited by mCasual on
Comments
Wow, I tried your maps - excellent results, with and without the recommended shaders! Thank you very much!
Oh Kewl!!! I also use George's Ultimate Shaders. They're usually the only ones I need. :coolsmile:
Nice. Thanks for posting Casual.
This looks really neat...what do you use for the diffuse channel part of the pic?
in Daz Studio's 'Surfaces' tab, if you apply an image to the "reflection" channel of a surface then, in software render mode only, you get simulated reflections, it usually looks like chrome metals
a must-have is George Haze's free metal shaders found here
http://www.sharecg.com/v/27568/Material-and-Shader/Ultimate-Shader-Pack-for-DAZ-Studio
so i applied a chrome shader like that, then added the pyramid studs displacement map
then i applied of the 3rd image shown above to the diffuse map
http://www.daz3d.com/forums/index.php?&ACT=50&fid=41&aid=134047_BNzhJI03et8VFf1jfOGf&board_id=1
to get black lines between the studs
I guess I just don't understand. This seems to be different than other surfaces and maps I've experimented with.
I've taken templates or already made texture pictures and put them in the diffuse map area. This gives the...picture..that gets rendered.
Then things like displacement or bump maps get placed in the right slots to give the picture texture.
What I was hoping I could do is use these, by slicing and dicing and applying them to a template in photoshop, to make a texture for a leather jacket, ala the picture attached.
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SO, if I understand how you did it, The shoes in the sample pic, the ankle band you applied the chrome shader, then put
mcjStuds2Mask.jpg in to the Reflection Map field.
You then put mcjStuds2Bump.jpg in the Diffuse field.
SO, THE DIFFERENCE, between mcjStuds2Bump.jpg and mcjStuds1Bump.jpg is how much space is between each stud?
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Hmm..If i now understand everything correctly, then this will either not work, or be a lot harder than I thought it would be to do.
(BTW, DAZ FORUM PEOPLE, IN LINE GRAPHICS RATHER THAN @!#!@#@ ATTACHMENTS WOULD MAKE THINGS MUCH EASIER FOR PEOPLE EXCHANGING INFORMATION!)
the chrome shaders make all the selected surface chrome
studs2bump is applied to the displacement map of the shader
( it works with the bump channel too but the results are not as realistic
the displacement strength needs to be 100%
the displacement min can be 0 and the displacement max can be 1
this means the studs will be 1 cm ( 1/2 inch ) tall
the "mask" is used to to add black lines between the studs
so it can be applied to the diffuse channel
or possibly to the reflection strength channel
all this works fine with the shoe straps because their textures occupy the whole surface
in the case of your jacket you'll have to do a good photoshop job
example of what your displacement map and deffuse or reflection-strength map could look like shown below
note that it's better if the areas shown in dark grey are in fact black
i left them like that so you could recognize your pattern
applied to a primitive=plane and rendered