I’ve been watching this wonderful Mixer sculpting tutorial by Wiktor Ohman:
I’m confused about his use of displacement and hoping that somebody can please help me better understand. Wiktor uses sculpting brushes to create a base displacement on a Paint layer. He works free and loose to build a substantial displacement that permits for adding moss and pine needles into beautiful little cavities.
When I attempt to duplicate his efforts in Mixer, I am able to sculpt the same tall rocks and deep crevices, but when I look at the displacement channel/map, it’s mostly white with some middle grey. I’ve always been under the impression that the best displacement maps for use in 3D software such as Cinema 4D should have a broad range of tones from white to black, with very little pure white or black (unless you’re going for a stark contrast between high and low with very little in between). Yet, when I view Wiktor’s turntable render of the material, he has beautiful displacement just like in Mixer.
So here are my questions…
1) Did Wiktor alter his displacement map in some way to achieve excellent displacement in the render? If so, how?
2) Is it possible to alter a Mixer Paint layer so that the displacement map has the full range of tones? In other words, is it possible to use Levels or some type of clamp on the displacement part of a Paint layer?
3) When I wrap a Surface layer to the underlying sculpt, I see stretching on the edges of the high spots. Wiktor did not seem to experience this. Is there a way to avoid this stretching?
4) Is it possible to communicate directly with Wiktor? If so, how?
Thanks for your advice!
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