{"id":3623,"date":"2022-10-13T10:41:45","date_gmt":"2022-10-13T10:41:45","guid":{"rendered":"https:\/\/3dcoat.com\/documentation\/?post_type=manual_documentation&#038;p=3623"},"modified":"2025-08-30T15:19:50","modified_gmt":"2025-08-30T15:19:50","slug":"displacement-micro-vertex-painting","status":"publish","type":"manual_documentation","link":"https:\/\/3dcoat.com\/documentation\/manual\/workspaces-rooms\/paint\/texture-painting-and-modes\/displacement-micro-vertex-painting\/","title":{"rendered":"Painting (Micro-Vertex)"},"content":{"rendered":"\n<p>N\u00e4r du beh\u00f6ver f\u00f6rse din modell med h\u00f6ga niv\u00e5er av &#8220;faktisk&#8221; f\u00f6rskjutning genom att skulptera eller &#8220;m\u00e5la&#8221; denna f\u00f6rskjutning, \u00e4r det b\u00e4sta l\u00e4get att anv\u00e4nda &#8220;Microvertex&#8221;-l\u00e4get.<\/p>\n\n\n\n<p> mapping \u00e4r en alternativ datorgrafikteknik i motsats till mapping, normal mapping och mapping, som anv\u00e4nder en textur- eller h\u00f6jdkarta f\u00f6r att orsaka en effekt d\u00e4r den faktiska geometriska positionen f\u00f6r punkter \u00f6ver den strukturerade ytan f\u00f6rskjuts, ofta l\u00e4ngs den lokala ytan normal, enligt det v\u00e4rde som texturfunktionen utv\u00e4rderas till vid varje punkt p\u00e5 ytan.<\/p>\n\n\n\n<p> Det ger ytor en stor k\u00e4nsla av djup och detaljer, vilket till\u00e5ter sj\u00e4lvocklusion, sj\u00e4lvskuggning och silhuetter; \u00e5 andra sidan \u00e4r det den mest kostsamma av denna klass av tekniker p\u00e5 grund av en stor m\u00e4ngd extra geometri.<\/p>\n\n\n\n<p> F\u00f6rskjutningskarta l\u00e5ter dig flytta rutn\u00e4tspunkterna p\u00e5 ytan av det m\u00e5lade objektet. Denna teknik anv\u00e4nds f\u00f6r att skapa ett f\u00e4rgdjup eller relief p\u00e5 en h\u00e5rd yta. Detta g\u00f6r att du kan rita texturer mer detaljerat och skapa skuggor och tydliga silhuetter.<\/p>\n\n\n\n<p> En normal map anv\u00e4nds f\u00f6r att simulera belysning. Detta verktyg l\u00e5ter dig skapa grovhet och djup av veck eller f\u00f6rdjupningar. Funktionen l\u00e5ter dig \u00e4ven l\u00e4gga till en massa sm\u00e5 detaljer till 3D-modellen.<\/p>\n\n\n\n<p> F\u00f6rskjutning fungerar bara n\u00e4r det finns tillr\u00e4ckligt med geometri (ytor) p\u00e5 objektytan f\u00f6r att flytta de enskilda h\u00f6rnen upp\u00e5t eller ned\u00e5t baserat p\u00e5 pixelns f\u00e4rg i h\u00f6jdkartan.<br \/> Om designern anv\u00e4nder en l\u00e5gpoly-modell \u00e4r f\u00f6rskjutningskartan och effekterna som den skapar praktiskt taget osynliga. D\u00e4rf\u00f6r \u00e4r en s\u00e5dan grundlig ritning inte meningsfull i det h\u00e4r fallet. Den fulla potentialen avsl\u00f6jas n\u00e4r man arbetar med en h\u00f6gpolymodell.<\/p>\n\n\n\n<p> I detta tillv\u00e4gag\u00e5ngss\u00e4tt representerades varje ansikte (endast fyrkantig till\u00e5ten) som en lapp av N x M h\u00f6rn (N och M kunde vara olika f\u00f6r varje ansikte).<\/p>\n\n\n\n<p> Varje vertex hade f\u00e4rg och koordinater i rymden, s\u00e5 alla f\u00f6rskjutningar var till\u00e5tna. Detta tillv\u00e4gag\u00e5ngss\u00e4tt var dock begr\u00e4nsat eftersom det var mycket sv\u00e5rt att redigera mesh med icke-quad faces; projicering av fl\u00e4ck till textur resulterade i kvalitetsf\u00f6rlust, s\u00e5 det var sv\u00e5rt att import en textur, redigera den och sedan export eftersom efterexportens textur verkade vara n\u00e5got suddig. S\u00e5 vi best\u00e4mde oss f\u00f6r att implementera m\u00e5lningen per-pixel .<\/p>\n\n\n\n<p> Det h\u00e4r l\u00e4get l\u00e5ter dig export antingen standard- eller vektorbaserade f\u00f6rskjutningskartor som exakt \u00e5terspeglar de mer extrema niv\u00e5erna av f\u00f6rskjutning du har lagt till med hj\u00e4lp av texturer eller skulptering. <\/p>\n\n\n\n<pre class=\"wp-block-preformatted\"> Micro-Vertex (f\u00f6rskjutning) m\u00e5lning modifierar faktiskt ett tillf\u00e4lligt \"viewport mesh\", som \u00e4r en anv\u00e4ndardefinierad uppdelad version av ditt basn\u00e4t som till\u00e4mpar verklig och faktisk f\u00f6rskjutning p\u00e5 detta tempor\u00e4ra mesh.<\/pre>\n\n\n\n<p> Vid export av din modell och dess tillh\u00f6rande texturer f\u00e5r du m\u00f6jlighet att st\u00e4lla in den f\u00e4rdiga maskdensiteten. F\u00f6r att s\u00e4kerst\u00e4lla att din modell exakt kan representera f\u00f6rskjutningen som uppn\u00e5s i realtid i visningsporten, se till att du ger den tillr\u00e4cklig polygondensitet (10-tals eller hundratusentals polygoner).<\/p>\n\n\n\n<p> 4M \u00e4r OK f\u00f6r en 2k texturkarta. F\u00f6r en 4k-karta, g\u00e5 s\u00e5 h\u00f6gt du kan. <\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<h4 class=\"wp-block-heading\" id=\"tutorials\"> Handledningar<a href=\"https:\/\/3dcoat.com\/dokuwiki\/doku.php?id=general:paint_workspace:microvertex#tutorials\"><\/a><\/h4>\n\n\n\n<p> <strong><a href=\"https:\/\/youtu.be\/FoZKgoxv1JQ\" target=\"_blank\" rel=\"noreferrer noopener nofollow\">Painting med flera verkliga f\u00f6rskjutningstexturer (den snabba f\u00f6rklaringen)<\/a> :<\/strong> Det h\u00e4r \u00e4r en snabb handledning om hur man m\u00e5lar med tessellerad f\u00f6rskjutning med Christoph Schindelars fantastiska 4-8K &#8220;Real Displacement Textures&#8221; i 3DCoat. Dessutom kan du anv\u00e4nda IBL (bildbaserad belysning) f\u00f6r att f\u00e5 din modell upplyst av bakgrundsbilden f\u00f6r att f\u00e5 utseendet att den h\u00f6r hemma p\u00e5 fotot men ocks\u00e5 hj\u00e4lpa dig att f\u00f6rest\u00e4lla dig ditt skapande.<\/p>\n\n\n\n<p> <strong><a href=\"https:\/\/youtu.be\/ZJJ4oljxzME?list=PLlQ3JITh9bXOcshH7ALiXsMJlP4hrZjd4\" target=\"_blank\" rel=\"noreferrer noopener nofollow\">Import till Microvertex alternativ Notes<\/a> :<\/strong> Den h\u00e4r videon n\u00e4mner n\u00e5gra snabba och viktiga anteckningar om att importera en modell till Painting med alternativet MicroVertex (displacement map p\u00e5 djupet).<\/p>\n\n\n\n<p> <em><strong><a href=\"https:\/\/docs.google.com\/document\/d\/1IYm0dRLfFAqPaxWJ4d8rtaX0KGDeU3eavmB900YfXGU\/edit#\" target=\"_blank\" rel=\"noreferrer noopener nofollow\">Vad \u00e4r f\u00f6rskjutningskartor? av Chipp Walters<\/a> ,<\/strong><\/em> Displacement fungerar bara n\u00e4r det finns tillr\u00e4ckligt med geometri (ytor) p\u00e5 objektytan f\u00f6r att flytta de individuella h\u00f6rnen upp\u00e5t eller ned\u00e5t baserat p\u00e5 pixelns f\u00e4rg i h\u00f6jdkartan.<\/p>\n\n\n\n<p> F\u00f6rskjutning \u00e4r d\u00e4r du anv\u00e4nder en gr\u00e5skalebild f\u00f6r att generera betydande topologi.<\/p>\n\n\n\n<p> H\u00e4r \u00e4r ett exempel p\u00e5 en &#8220;karta&#8221; i gr\u00e5skala. Observera att jag anv\u00e4nde den underbara (och gratis) appen<a href=\"https:\/\/windmillart.net\/?p=jsplacement\" target=\"_blank\" rel=\"noreferrer noopener nofollow\">JSplacement f\u00f6r att skapa den h\u00e4r<\/a> <a href=\"https:\/\/windmillart.net\/?p=jsplacement\">.<\/a> <\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"531\" height=\"529\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/displacement1_chippwalters.jpg\" alt=\"\" class=\"wp-image-2858\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/displacement1_chippwalters.jpg 531w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/displacement1_chippwalters-300x300.jpg 300w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/10\/displacement1_chippwalters-150x150.jpg 150w\" sizes=\"(max-width: 531px) 100vw, 531px\" \/><\/figure>\n\n\n\n<p> Du kan se n\u00e4r en displacement map till\u00e4mpas korrekt, de ljusa omr\u00e5dena i gr\u00e5skalebilden \u00e4r &#8220;h\u00f6gre&#8221; \u00e4n m\u00f6rkare omr\u00e5den. <\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img decoding=\"async\" width=\"500\" height=\"278\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/11\/displacement2_chippwalters.jpg\" alt=\"\" class=\"wp-image-4196\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/11\/displacement2_chippwalters.jpg 500w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2022\/11\/displacement2_chippwalters-300x167.jpg 300w\" sizes=\"(max-width: 500px) 100vw, 500px\" \/><\/figure>\n","protected":false},"author":3,"featured_media":0,"parent":2076,"menu_order":2,"template":"","manualdocumentationcategory":[9],"manual_doc_tag":[155,152],"class_list":["post-3623","manual_documentation","type-manual_documentation","status-publish","hentry","manualdocumentationcategory-manual","manual_doc_tag-displacement-painting","manual_doc_tag-microvertex"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v24.3 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Displacement Painting (Micro-Vertex) - 3DCoat dokumentation<\/title>\n<meta name=\"description\" content=\"N\u00e4r du beh\u00f6ver f\u00f6rse din modell med h\u00f6ga niv\u00e5er av &quot;faktisk&quot; f\u00f6rskjutning genom att skulptera eller &quot;m\u00e5la&quot; denna f\u00f6rskjutning, \u00e4r det b\u00e4sta l\u00e4get att anv\u00e4nda &quot;Microvertex&quot;-l\u00e4get\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, 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