Displacement
Map Baking in Maya
This tutorial
explains how to create image-based displacement maps for polygonal objects in
Maya 3 and then bake the displacement to the objects geometry.
1. First,
create an image to be used as the displacement map. The image below is a simple
one created in Photoshop. The areas of the image that are lighter will cause
Maya to raise raise the geometry more. Completely black areas do not affect
the displacement. Save the image for use in Maya.
2. In Maya
3, select the options box for a new Polygon Plane.
3. Change the Polygon
Plane Options to 10 subdivision for the Width and Height. The more subdivisions
you create, the greater detail the displacement will have.
4. In the Hypershade
editor, create a new Blinn material.
5. Now create a new
2D texture. Select File for the 2D texture type.
6. Double click the
2D texture you just created to open its attribute editor. Click on the folder
next to the "Image Name" field and choose the image you created in
step 1.
7. Using
the middle mouse button, click on the middle of the 2D texture you created.
While holding the middle mouse button down, drag the mouse over to the Blinn
material you created. A selection menu will pop up. Choose "displacement
map" from this menu.
8. After
step 7, your Hypershade window should look like this:
9. Now assign
the Blinn material to your polygon plane. This can accomplished by selecting
the plane in one of the Maya viewports and then right clicking on the Blinn
material and choosing "Assign Material To Selection."
10. A quick
test render should show the plane displaced according to the image you chose
for the displacement map! (Make sure you have a light in your scene or the render
will appear black.)
11. To "bake"
the displacement map to the plane's geometry, type "displacementToPoly;"
in the command line at the bottom of the screen in Maya. Press enter after typing
the command. This command permanently changes the goemetry of the object to
add the displacement detail.
12. Now your
plane should look something like this:
To achieve
different looks, you can use other textures for the displacement map than a
file. For example, you can use the procedural shaders to create different displacements.
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