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  • pablo.quintana

    Hey conceptkits. These definitely is caused by the quality of the PNG you are using as the displacement map. One can be the resolution of your PNG file. If too little resolution, there is little room for the pixels on the edges of the shape to maintain a single level of color (grey) and the shades jump from one shade to the next one in a single file.

    The other reason, which is related, is that you need to have a gradient on the edges, to allow the render engine to transition from the valley to the peaks. Check the link below:

    https://www.youtube.com/watch?v=R2AIdkj0Sgk

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  • ottoline

    Concept kits > did you read my reply to your previous post >> [Post link]

    it shows a free, simple software (shader map 4.0) that has the ability to create simple or complex maps for all these types of digital print effects for sportswear. It also has the added benefit of having a template node graph built in that means once you set up a template for one graphic you can use it for all future graphics of that type, (just load the artwork and all texture effects will be made to that node graph) and it will plug into any image editing software for full process flow.  It is definitely a good way to do all these maps for use in CLO3D as it has a realtime visual engine so you can see what happens as you work the texture maps before you place it into CLO3D, and has a filter system just like photoshop so you get full ability to tweak every aspect of your texture logotype artwork and then output textures correctly - which it can then also batch process. eg: you could batch process an entire days production of client side digital artwork approvals in a few minutes automatically - it's that good an app.

     

    So if I were you, I would seriously check out shadermap for handling fabrics and artwork texture maps, it has a normal blend feature that is perfect for this type of logo work, and has simple blur and filter tools that make all this setting up simply vanish after the 1st node graph template you make. It is also a very easy software to understand, has good online tutorials and is fast with plenty of flexibility.

     

    You should also set the aliasing and depth map for your artwork fill areas as a separate exercise in height to the fill colors for the logotype - that is important and it looks like you have missed that important step. You should start with vector artwork in so you have scale independent control, if you are doing this for production this is how it should always be done, in that manner you keep the file size small and can output bitmap images at the scale for the texturing processes and too color space control (eg: to maintain screen verse digital print color tolerance for client digital proof sign-off). All these factors are pretty simple to put into process control, but you do need to make sure you don't miss out these steps as they are important as part of digital quality when using sample simulation. 

    When you create your logotype always keep a graduated scale color swatch to one side to set all your artwork heights before you blur the graphic. This can be as simple as adding a new greyscale swatch into illustrator to decide what is up or down in the artwork. (0 = black/down and 1=white/up) This is an important step, and you need to understand how this works in order to control the resultant depth map so that it works consistently within your texturing process to the scale height you want precisiely to match production - this can be calculated to the micron in surface textures as any grey scale can be like placing a scale ruler alongside your depth intention when creating texture offsets.

     

     

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