|Posted on April 13, 2014 at 10:20 PM|
This is a tutorial on how I made the above log from Stonemason's Enchanted Forest set look so realtistic using my favorite method of making surfaces look realistically "bumpy" in the Reality plug-in for DAZ Studio. Note that the original log settings in DAZ Studio weren't designed for Reality necessarily, so this is not to say that Stonemason's displacement was in any way at fault.
Warning: This method is resource-intensive, meaning it might take a
slower computer more time to render properly, so you might want to
go out and get a sandwhich during the process, or take a vacation to
Italy and say high to Paolo, Reality's creator, while your computer
does its business.
First, for those who don't know, I will explain the difference
between bump and displacement in the 3D world.
Bump: The illusion of bumpiness/roughness on a surface. It does not
actually change the shape of the surface one bit. It is less
resource-intensive than displacement so sometimes you can get away
with this method and it looks all right.
Displacement: Actually displacing (moving out of its normal
position) the surface of your object to create real bumpiness. You
can use bump and displacement together if you choose, to balance out
your resources to get just the effect you want.
Ok, now that that's out of the way, I'm going to show you how I made
the log look the way it did in the above image.
Here is a detail of the log just for kicks:
Notice how many bumps it has?
This is because I used a method of displacement called "micro-
facet". Micro = tiny, facet = side (think of a cut diamond. Each
side is a facet). Facet in this case can also be called a "face"
which is what it is more commonly known as.
Why are tiny facets/faces important? Rather than give you a long explanation of that, here's a simple diagram:
Make sense? Good.
Now onto the settings.
0) Open Reality and select your object. Go to the modifiers tab.
1) Make sure the Use Micro factes box is checked
2) In this screenshot we see I set it to a whopping 299 subdivions. So we take the total number of faces in the object, let's say 100, and we divide all those up 299 times, you get a very fine "mesh" (what we call all the faces together that make up an object in 3D).
3) Then I fooled around with the positive and negative values, which control how high and low the bumps and grooves get. We want the bark to stick somewhat but not too much, so a positive 0.0030 and negative -0.010 seemed to work just fine in this case but your values may be much different.
4) The strength slider can be played with to increase or decrease the overall effect to your liking.
You can play similarly with the bump map to add some more detail to the surface but remember it won't affect the actual shape, so its outline will remain the same.
And that's all there is to it. Hope this helps you make some cool effects out there!
Categories: Reality Tutorials (English)