Understanding Bump & Displacement Map In Maya And Arnold - Tutorial

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I came back everybody today we are discussing one of the most important things and like must know thing when it comes to CG industry or you can see 3d industry today we are discussing about embalming lab and displacement map what are these how to use them when to use them what is the difference between them and which is better right so this was actually a request by RG Tech so you wanted to know how to use these maps and I've been planning to make this video for a long time because this is like I must know and one of the most key things when it comes to the CG industry so let's see how we can do this now there are few things that you should know before and getting into it the first thing is let's try discussing about what is a bump map well a bump map is something that fakes for displacement or you can say fix our depth on the other hand a displacement map actually creates a depth or you can see actually this place is your geometry for example if I have a cube around here and if I bring this up and let's say I extrude this to somewhere like this just a little depth right so right now what you see for example if I apply a bump map on it like for example everything is rest is complete white and the black portion is in the middle that will create a fake depth that this has been extruded inside but if I use a displacement map this will actually displace the geometry to go inside and create that actual depth on the other hand this this if I used a bump map a bumper will only create a fake tip that will look like that there is some kind of depth going on obviously there is no tip so the question is which is better well there is no better or you can say right or wrong both are better in their own ways but let's talk about how to use them or when to use them but mostly gaming company use bump Maps or Lord because they are limited by the polygons for example bump map doesn't require a lot of polygons to actually create those fake depths on the other hand displacement map like a large amount of subdivisions to create displacement for example if I didn't had this extrusion insert inside I can displace the geometry but for the bump-bump doesn't require this extrusion he can just create a fake depth anywhere now the corns about the bump map is a bum doesn't work well with corners if I bevel this for example let's bevel this and let's keep it somewhere like this right so bum cannot process this in the corners or edges bump is pretty bad with edges you can say so bum cannot actually process corner so there is that so there is that negative part of it on the other hand bum does not require a lot of geometry for example it doesn't require a lot of you can see edge loops right you don't you don't have to like worry about your geometry on the other hand if you are working with displacement map and displacement map are pretty good when it comes to high detailing because they actually displaces your overall geometry but a displacement map do consume a lot of polygons like for example any extrusion requires a segment around the area for displacement map to actually work so a displacement map is pretty good with you can see geometry and everything but displacement map do requires a lot of you can polygon so it totally depends on what kind of project you are working on for me it's always about what kind of thing I am working on I use both of them I like both of them obviously it totally depends what kind of stuff you are working on if you are like limited by your polygons you you are limited by like number of polygons that you can only take a couple of them like 10 10 10 division 30 segments then you should probably go for bump map but if you're not limited with your polygons simply go for hundred hundred hundred like three hundred on a simple plane you can definitely go for a displacement map so I think this totally depends on what you are using so today we are going to take a look at how we can use this both of these on different types of object and how to proceed to really create this the other thing that you should know about bump and displacement map these maps only work on a grayscale value means your maps should be always in black and white or gray for them to properly work in any 3d program so there's that they can only read alpha and Matt so with that said let's get into it so I have a couple of examples around here if I turn on my cube I have a simple cube where not a lot of divisions actually I think yeah 4 4 4 so we have 12 segments so let's see if I go to my camera and let's turn on the IPR alright so as you can see I have a simple cube going on with you can see a little bit of bump or displacement we can't tell why so let me just close this and show you the hypershade of this material and how I created this so let's go to the cube material and if I just delete this let me just show you the overall map of this so this is just a simple brush that I've created in Photoshop and pittin painted on a simple white layer and this is just a black and white image so what I'm going to do is let's look at how to use a bump map first then we'll get into how to use a displacement map so to use above not simply drag and drop your image on the hypershade and once you are done with your dropping your image you can also go to Arnold and simply take any eye image and load from here if you want once you're done taking your image all you have to do is go to one and search for bump and you'll have ai bump 2d and select the 2d and attach this first attach your alpha to the bump map and then as you can see as soon as you attach your image to your Bob map you will see some depth going on and in the bump map node you'll see a bump height and this is basically the overall strength of your whole bump map this will be the thing that will be adjusting your Z depth or you can say fake depth if I make it somewhere around one right as you can see this gets even harsher so definitely you know just don't overdo this since bump maps pretty much fix the overall you can say displacement we have to like limit the around depth which is create so let's attach this bump map to the normal camera and as soon as you attach this to a normal camera if you go to your I appreciate material a stand surface you will notice in the geometry that it automatically connects to your bump mapping so to connect your bump map to the bump channel all you have to do is select your bump map node and select and connect it to the normal camera and there you go so moving on let's see now let's open our IPR and let's see so we have something like this let's pause this I'm going to go to my perspective camera and it's not showing the perspective camera let me just switch it let's just close this but we flash it again and there we go so I'm going to get a little closer view to show you how exactly the bump map is acting so if I move a little bit like to the left side as you can see there is no actual depth the bump map is pretty much freaking everything and look at this portion the polygons are pretty straight right but the bump map is actually creating those shadows and everything a failing depth around it to create something called as a fake see in depth or you can say displacement around it right so let me start this off but although it looks pretty good so in some areas bond maps go up pretty good and I'm going to go to my main shape now in camera and switch back so I think bump map is doing a pretty good job I mean I cannot say if it's a displacement or a bum I think the depth is looking pretty good on it and we don't even have a lot of polygons going on so let's just turn this off and let's close this and let's go to the hypershade and let's see how the displacement works on this so I'm going to delete this bump channel and if you look at the output of your stand surface you have a surface shader volume shape and displacement sugar all you have to do is select your image and connect the alpha to the displacement sugar and that's it you won't see anything on the material viewer but as soon as you get out of your hyper shade and go into the IPR and let's turn this on you will see something like this all right so displacement is working pretty harshly now there are few things actually that you should know when you're working with displacement so the first thing that you should know is a selecting your cube and go to the cube shape or your object shape go to the animal and you have to first of all increase the subdivision right now if I set it to none you will see something like this so the displacement is kind of not working as it should because there is not enough polygons to actually displace the geometry so instead we have to switch it to Cadillac and the cat a class is just you can see at least like pressing the 3 on your keyboard just making everything smoother if you just want to increase the subdivision instead of making everything smooth you can choose linear whatever works for you so as you increase the subdivision you will see more and more polygons and going around it so the next thing that you have to understand is going to the displacement attribute and turning on the auto bump all right this will just help the displacement have to work perfectly and this is the height the height value is going to be pretty much that's controlling the overall displacement if I make it somewhere around point in and let's pause this go to the perspective and I'm going to close this tab and open the IPR again to refresh it ok and if I rotate this now and zoom in as you can see the displacement map is actually displacing the actual geometry I mean it's not create any fake depth it's actually inserting it inside and completely moving the geometry as the alpha and Matt is pushing them along so I think a displacement is also doing a very good job but in this scenario looking at both the renders I think I'll probably go with the bump map because the bump map is doing a pretty good job and I don't have to use a lot of polygons as you can see the subdivision has gone the iteration is set to 5 it's like too many segments right but when I'm working with the bump channel I don't have to actually increase it this will also cost me my render as I said more geometric means more render times less summative means less around a time so I think I'll go with probably the bomb map in this one so let's look at another example and so I have a wineglass and this time what we are going to do is actually create a displacement map where you can say pretty much inside shada so I'm going to close this for now and let's create a new material I'm going to call this wine and I think this pretty black point two and point five all right so let's go to the hypershade open this up and we have no material so I'm going to go to my annulled and simply select my AI noise once you're done selecting area noise just manipulate your noise according to you I'm just going to play around with my noise to see what kind of result I want amplitude to probably around to medium and once you're done with this simply go to Arnold and search for bump and that has the color the bump map I need a flute so I'm going to go to color to float let's tile this and as you can see we have something going on it about here right so let's select this to a normal camera and right now as you can see we have some kind of depth let's see this on the idea there you go so now as you can see we have pretty nice depth going on so the bump is really working pretty nicely I'll increase the depth just feel bit I think that's too much so I'm going to keep it to probably around point to 0 and so on 0 and let's go into the noise and I'm going to increase I think let's make a distortion to 1 yeah I think this is looking good and let's go to the perspective camera now let's close this again and refresh it and let's select the perspective of it right so now we are into a perspective view and let's see closely how well the depth is working alright so as you can see the depth is looking you can't see actually that it's fake or anything but because the depth is so good I mean the bump is really acting good but you can tell like around the edges like there is no displacement going on around the edges so only the edges are like pretty messed up apart from that the bump is really working good so I think the bump is doing a really great job so let's see how the displacement will work on this so let's close this let's go to the hypershade and i'm going to delete the bump and come around here and attach this to the displacement so let's go back select the IPR and let's keep it the perspective and instantly you will see something like this and don't worry it's supposed to happen like this I mean right now the displacement value is actually too strong so what we are going to do is go to the shape of your object and first of all switch it took at a clock to make the subdivision pretty high and the next thing is changing the height value from 1 to probably around 0-5 and Autobahn and just go to the render and estimating the full scene and this should fix the problem so as you can see the displacement is working pretty good I think I'm going to lower the value I think that's too low let's make it somewhere around 30 yeah so let's get a closer look so right now the problem that we were having with the bump map we don't have that kind of form right now as you can see yeah so as you can see if you get a closer look as you can see this is actually displacing the geometry actually creating those you can see a displacement around it so the displacement I guess is working pretty nicely on this Oh wine law I think it's looking really really good I mean the overall effect is pretty nice and if I go to the mean camera I think I have a pretty nice-looking render so I can definitely render this out and play around with it together interesting look so I think this placement is really working good on this as I said this totally depends on what kind of stuff you're working on now let's look at some other example I'm going to close this and I have another model around here all right yeah so as you can see this is pretty low poly but in the subdivision I've set it to cat o'clock so this looks pretty smooth out in the end of you so let's see how we can do this all right I'm going to create a new material call this duties and let's make the way to 12.5 I think this is good let's close this and go to the hypershade and I'm going to select the base and let's see what else can we use I mean you can always search for noise or you can pretty much use any black and white textures as I said it should be in grayscale value and let's use the simplex Moi's and go out the color to the normal camera and think before connecting it I think I should just just how this is looking so I'm going to make this three and let's increase okay let's make it pretty harsh so let's make it something like this and we have to attach a bump node so go to Arnold let's add eyes this too so with the alpha and the value to the normal camera so now we have something like this let's see how the render is looking so as you can see the effect is too harsh on this model because you can see the polygons burning out so what you have to do is just turn down the overall value of the grayscale and you'll slowly start to see the effect fading away so it totally depends on if you want the harsh look if you want a pretty you can say subtle look you can just make the grayscale value to around green and if you want a pretty harsh well you can make the complete effect complete black and white so the Alpha and Matt will decide how much depth there is going to be don't mean to make this a little harsher let's look at this area all right and let's go to the base joven tree all right so as you can see as I move my you can say attributes threshold and gamma increasing the value the more kind of effect you are getting all right let's try this with displacement how this works I'm going to increase the overall scale value so I think it should like yeah all over the model make this gate okay so once you're done with this I think we are going to create a displacement with this now I'm going to delete the bump node and let's take this noise around and attach this to the displacement once you're done with this let's open this up and you see something like this which is completely fine because the height value is too high so let's make this something like this and turn on the Autobahn and just simply hit update fuzzy and there you go so let's look at the perspective view so as you can see the tip map is or you can see a displacement map or you can say height map is working pretty nice here on this because we can actually see the overall details going around it that bump map cannot actually process so I guess displacement map I'll go with displacement map definitely on this one because it's actually displacing the overall geometry and giving a really nice look if I increase the overall subdivisions to it it will even create a nice oval you can see detail look of the overall model so a definite loot don't overdo this effect because you have to consider your render time as well if you increase more segments you have to consider render time as well it will just increase more and more time to your renders but you can overall see how this is like looking on your model how the displacement is actually displacing your geometry around the neck so let's look at this so as you can see we have a nice displacement going on it looks pretty good so this is like and let me just hide this model again and let's go to the main camera and let me as close this so this was like doing everything from the inside of the 3d program now we will take something a real image a real displacement image of or you can see a cobblestone or a desert and then we'll see how we can use a real image and displace the geometry and create overall you can see nice-looking realistic result out of it so let's see I'm going to create a plane now now let's bring this up somewhere around like this and I'm going to make this somewhere around 50 and 50 okay and let's go to the outliner I'm going to call this desert and I'm going to create a new material for it Ahnold Stan's office and I will call this desert as well and since the desert are not that shiny I'm going to make the specular to zero so let's go to the hypershade and select the desert and I'm going to bring in my image for the desert so I have two maps around here the first is diffuse which we which is just a simple color so I'm going to attach this to the base color and the second is displacement now you can also use the displacement map has a bump map as well displacement map is also known as height map but yeah whatever you call it so let's select the bump map and select the value and there we go so the bumper is working let's see how well the bump is working and I'm going to select my eyelid I PR there we go so I'm going to go to my perspective camera and actually zoom in to see how the desert is actually looking so I don't think the bump is actually working really great in this because I don't see anything like the desert waves and those dunes kind of look so I'm going to pause this and let's see how the displacement will work on this let's delete this and simply select your s times surface the output and attach the color to the displacement sugar and let's go back and hit the IPR and let's turn this on and now as you can see we see something going on the overall displacement of the desert and let's increase the value let's go to a desert shape and let's mean the value somewhere 0.1 and increase the subdivision level cut a plug thinking I'll make it point five and now as you can see we have a perfect desert looking look going on around here where we can see the overall details of every weave and ring this is looking good I'm going to turn on the auto bomb so it just helps with your displacement so as you can see we have a pretty house look after the autumn um so let's turn the value down to probably around point zero five and I think this should work now and let's make the value even lower since autumn um reads all the poles and everything going around it and I think the value is still pretty high I think this is good so let's update the full scene is the value okay so I think now we have a subtle kind of effect going on I'm going to increase the value to even higher just so we see some displacement going on I think now the displacement is looking good and we have the overall kind of look the desert should have I mean if you think the effect is too low or if you want to increase it you can separate point two we can increase the pretty much value and I think the result is looking pretty good so this is how you can actually use an actual displacement map for any images or you can see any image that you get this like a lot of displacement map going around on the internet you can simply download them and play around with this to get a different kinds of result and definitely play around with this this is like a must know thing when it comes to siege industry or if you are into 3d this is something that you should know this is like the one one of getting into 3d so make sure you have a good knowledge about it so I hope you like the video and if you have any question feel free to ask me I'm happy to answer them and I hope this should solve your problem when it comes to displacement map and bump map how to use them when to use them and displacement is also called as the height map in some other 3d programs the name doesn't matter overall the algorithm is the same definitely play around with this there is no like right or wrong in this there's always a choice of work what you're working on like for example for me it always depends on what kind of project I am working on if I am limited by the polygons I'll definitely go for the bump map if I am not limited by polygons or you can say I want to see my render times I will go with bambam but if I'm not concerned with my polygons or you can say render times I just want a good nice-looking renders I will definitely go with displacement map since the displacement map actually creates a displacement and this base is your geometry and creates a pretty good result so whatever works for me so I have fun with this and practice how you can get a good result with displacement in hype map and you can also make a combination of both and I highly suggest doing this for example if I have a wine what you can do is you can go to Arnold and let's take a I know it's again and you can actually create a both the noise let me just close the annular interview you can actually create both the noise and attach both the you can say samples or images to both the areas for example right now I am connecting my map yeah I know his map to the displacement but I can control T this duplicate this and simply take Donald and a bump node to create even better result and the combination of these two will actually help you create a pretty nice sorry I have to get pretty nice result so attaching this with a bump node where you're creating a displacement and a bump at the same time will actually give you a pretty good result actual displacement with a little bit of fake depth as well so yeah so as you can see we have a pretty nice looking Bangla so play around with this and this is also one thing called as normal which I plan for another video which is basically the direction of light but for this video I've been planning for a while now because displacement and bump map are pretty like well-known questions how to use them or like pretty our people are pretty confused with them like when to use them which is better which is right and pretty much there is no right or wrong so I hope you like the video I enjoy creating something out of this and experiment as much as you can because experimenting will help you to understand these two different types of through is a better so if you do create something out of it definitely send me on Instagram I love to see your work [Music] [Music] [Music]
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Channel: Reimagine Fx
Views: 11,522
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Keywords: adobe, autodesk, maxon, aftereffects, motiongraphics, maya, cinema4d, c4d, arnoldrenderer, octane, redshift, sidefx, simulation, 3dmodeling, zbrush, davinciresolve, indianvfx, realflow, blender, amarshinde, reimagine, mograph, Tutorial, Introduction, basic, houdini, puddles, wetpuddle, dailyrender, waterpuddles, mayapuddles, proceduralpuddles, freepuddles, abstractrender, modern, modersurface, modernmaterial, architecture, digitalart, vray, chaosgroup, cgi, bump, displacement, normal, bumpmap, displacementmap, normalmap
Id: 0sy_MBv_Pfg
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Length: 29min 6sec (1746 seconds)
Published: Wed Nov 27 2019
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