Showing posts with label displacement maps. Show all posts
Showing posts with label displacement maps. Show all posts

Tuesday, August 13, 2013

Displacement 50% grey - No touchy!

Displacement mapping should be simple enough. Used a 4092 texture map at 50% grey for base, 16bit & 8bit. Followed this tutorial http://mayazest.blogspot.sg/2012/03/simple-displacement-mapping-in-v-ray.html and tried -0.5 for displacement shift which gave a worse off result. 

Can't seem to have 50% grey leave the geometry alone. Why?

Monday, December 3, 2012

Vray Displacement Map Rendering Artifacts: Solution

Ah fuck! So 4 weeks of testing and 2 hours + of preparing a post for online questioning and then I solve the damned thing 5 minutes later. Guess that is good. Now to understand where the issue was coming from.

It was these damned settings!
View dependent - UNCHECK THE FUCKER
edge length may not be the main factor but I changed both.


Artifact Free Final Result

Zbrush Displacement into Vray without issue?

I've assigned myself a simple personal project to test the displacement from zbrush into maya\ vray. My simple personal project has turned disastrous. Firstly, I can render the geometry as is nor convert it to a vray proxy as it is too big.

I've done everything I can and re-uved the damned thing a dozen times. For some reason I still get holes in my geo. Please help...someone. Thanks!

Sculpted result in Zbrush - divided 7 times so as to avoid jaggedness around letters.

Made three poly groups to maximize UV space during UVmaster UV layout prep.

Low resolution model is 2180. Level 1.

Resulting UV's generated by UV master. Looks decent enough especially the main area (purple).

Brought it to level 5 and deleted lower divisions.
I've tried generating displacement from every other level lower then level 5. Results always have issues either way.

This is the displacement map generated and the settings used on the left. I never used 32bit cause vray spits out an error with .tiff files. I used a curve for better preview for you guys. I did use the get scale and the number was brought over to Maya.

Geometry was selected and activated displacement control and subdivision. Scale Value was copied and pasted into the displacement amount.

The result always has this weird issues! =( I don't understand why. I've redone UVs countless times. The map is 8K. It is almost working except for those damned weird things happening around letters and corners.

I am SO SO close. Please help. Yes there might be other ways to work around the problem but I want to know why this is happening to avoid future issues. Please please help.
Rendered Result


Thursday, September 2, 2010

Zbrush Pipeline

Been testing my Maya 2010 -> Vray 1.5 with Zbrush 4 pipeline. Results haven't been completely stellar but we are getting there. Typing out my solution to remember.

Model a standard polygon model in Maya and maintain quads. If there is a hole in the model. Go to Tool -> Geometry -> Crease

Subdivide once if geometry has triangles to turn model into a 100% quad model. Use this subdivided version as level 1 now if this has been done.

Now -
Tool -> UV Map -> Delete UV
Tool -> UV Map -> AUVTiles

Do you painting and export the lowest level mesh as .obj
Now go to your lowest level of the model and to create the displacement map

Tool -> Displacement Map (use adaptive and smooth UV options on)

Now in photoshop
Edit -> Color Settings -> Gray -> Gray Gamma 2.2
(If done right. The gray value in the background areas of that texture will be kept at 129.)
Image -> Image Rotation -> Flip Canvas Vertical

Now Save the file with options "As a Copy" & check the "ICC Profile: Gray Gamma 2.2"


Links below included a reply from Cgbeige -> this allows you to scale the model and have the displacement maps hold up.