Build your displacement network template with VFace
VFace Docs » 4.1 Build your displacement network template with VFace |
In this article, we will show how-to get the most of your VFace pack. Having a flexible way to control all aspect of your displacement shader during the lookdev process will speed-up your workflow while also getting the best results possible.
Fundamentally, this can be applied and implemented to any software having a shading network system. Ultimately, for all the software (such as Houdini or Blender) capable of grouping / adding / exposing parameters, you can build your own displacement shader with an efficient and minimalist layout to controls everything with a single node.
Simple workflow:
This graph shows a way to split the multi-channel map, having a global multiplier (RGB) and separate weight multiplier (R,G,B). Lastly, this shows how to combine a map coming from a scan/sculpt with the multi-channel map.
Advanced workflow:
This graph shows how-to fully control the look of your displacement, per region and per frequency, thanks to both the multi-channel and ID maps. This workflow is intended for Artists having a good understanding of nodes.
A few notes:
- The IDs are all connected as masks
- The nodes used to control the weight per region are stacked using a multiply node.
- To change the weight per region, simply change the input2's value (egs : split_red_multiplier.forehead.input2 = 1.5)
👍️ Tip |
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