How can I apply displacement maps to different parts of the body of a human figure?

Anonymous

How can I apply displacement maps to different parts of the body of a human figure?

Anonymous
Not applicable

The arnold modifier in 3ds max is applied to the whole figure, so the map of face displacement applies to the whole body. Is there any way to apply displacement maps to every part of the body? I tried to separate the figure, as independent objects and apply their corresponding textures, however when doing the render, the seams of the separated zones are seen. There's a solution? Thank you very much.

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T0M0X
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Advocate

One of the solutions is using Multi Tile Map

(one object, UVs have to be layered on multiple tiles U1V1, U2V1, etc..., single material)

The second solution, which I also use but in Maya, is to create and then apply material for each corresponding part.

And each material has connected own displacement node with texture for corresponding part.

(one object with multiple materials applied)

It is something similar like you did, but the last step would be combine those separated parts back to one solid object.

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Anonymous
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Thanks for your answer. the problem is that I think that arnold 5 in 3ds max, no longer has node displacement. My figure is multi-material, each part of the body has its own material. But it seems that the only way in 3ds max to apply displacement is through arnold modifier. That's the problem. In old versions of arnold, there was a specific node. Now I think not. I do not know if I am explaining myself well ... I am new in this field
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Anonymous
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Thanks for your answer. the problem is that I think that arnold 5 in 3ds max, no longer has node displacement. My figure is multi-material, each part of the body has its own material. But it seems that the only way in 3ds max to apply displacement is through arnold modifier (I use standard surface). That's the problem. In old versions of arnold, there was a specific node. Now I think not. I do not know if I am explaining myself well ... I am new in this field
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