View Full Version : Maya UV Problem
DAZZAN 11-22-2005, 05:30 PM My 1st try at dissplacement from zb into maya following the tut pdf from Mr S Spencer.
I only spent 1 long night on this but get the same results.
I created a sphere inside maya 7. (simple low polys)
I then made its uv mapping,with no overlaps.
Then inside zbrush i sculpted then exported with diss exporter 2 through the tut pdf.
After finishing the process it was a mess,a crumpled ball.
so i rendered out a jpeg of my dis map and to test put it on a material and onto my mesh with the attached result.
It seems the uv is out of place verticly by about an inch.
so i guess this would not help my dissplcement maps.
I brought the mesh back into zb and put the test onto the mesh and it seemed to fit fine.
ive tried to flip uvs in maya every which way.
i guess this happens but i cant find a answer by searching the threads.
please can you guide me.
thanks.
oh yes i have tried to move manually inside the uv editor in maya and it works of course ,but i know it has to match exactly.
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DAZZAN
11-22-2005, 10:14 PM
looking at more information at seperate sources,i have not used the original mesh to dissplacement or flipped it for maya,or a few other things ,also before going headlong into mental ray , i might try and do some maya render dissplacements to try to understand the process better.
Im happy to be in a better position tonight than the pain of yesterday.
Hope i can post my efforts soon.
Thanks for looking
DAZZAN
11-27-2005, 08:50 AM
Well my problem comes down to alpha depth,which i stumbles on to,but looking around it seems a larger problem.
Why if z brush gives you your alpha depth number ,which you write down,transfer over to your app (maya)and setup inside,then put in the number given,then put in half the amount underneath. Why then if we render out do i not get at least a close match to my dissplacement?
I then have to go down in increments untill i get a close match.Dont seem to get the results i want!
The plug in dissplacement 2 supposedly does away with haveing to guess the deph map,but i still get bloating on my mesh,and with reading the pdf ,it says if you get bloating you depth map is at the wrong height ,and you mess around with the settings,is this a problem on my part or the dissplacement 2 plugin,that gives you my depth map?Why do you have to play with settings when it says the plugin does away with this need?
Am i looking for my mesh to have detail straight away when i change the depth settings,or do i go elsewhere to rev up the detail
Any tips.
many thanks
jramauri
11-27-2005, 11:19 AM
I believe the problem here isn't the alpha number, neither the plugin. To me what could solve your question it's the settings of Subdivision Aproximation Editor. I watched a Gnomon DVD once with Meats Meyer, and here's what he did:
1. Create a displace aproximation, with best settings possible;
2. Create a Subdivision Aproximation, with Spatial as Aprox method, 7 as Max subdvisions, 5 as min.
3. Render tests. As he goes, he increases the number of min. subdivisions, and details are going more visible.
As far I remember that's it. He didn' touched the alpha gain number after initial setup. I watched the video just once (I borrowed from a friend), and I haven't tried yet. But you could investigate this to see it could really helps.
DAZZAN
11-27-2005, 12:46 PM
Yes i will try that.
Im still rendering,but in my initial clour balance my numbers do not add up,so i come down in increments,getting my object looking like at 1st exploding to the next comeing together to the last comeing together,but i am down to .0002 & .0001 in my alpha settings inside maya 7,this happens each time with each mesh,can this be a coincedence?
I will try your method but at the momment my machine crashes on my higher renders.
also im not rendering in mental ray but mayas and im in 16 bit not 32.
I get close but when i try to up the displacement res,it does not get me any more detail,only when i put the file as a bump map into the shader,my detail appears,but i also get stepping.(it crashes)
also in zbrush im outputting my mesh as a cage and at sub level 4(deleting lower of course)
i am saveing my renders as a jpeg each time,other than the crashes,so i will give it more of a test,before i post again as i think im close.
i have a pc with 2gig and 3.6 ghz ht
thanks
DAZZAN
11-27-2005, 02:23 PM
This is supposed to be my great white upper tooth,done in zbrush and my attempts at rendering in maya.
I think im close to getting it.
1st test was my idiot fault in not knowing how to divide in half properly.got it sorted i hope.After doing this i got no more stepping when i put my bump on it.
2 was the render of the tooth inside zbrush,although the sides are jagged they are a lot smoother than the mr test.
3 mental ray test, lines at the side are more jagged although im getting other detail on,i also put on a bump into the shader hopeng it would smooth it down a bit more,but to no avail,also maya is crashing on render(out of memory) when i go over the mr subdiv approx min sub div 4.
any ideas on how to get the edges to be smoother?
I renders out of Zbrush a dissplacment of 1024 ,should i go higher to perhaps get the detail?
DAZZAN
11-28-2005, 10:37 AM
Hi ,
Just thought id let you know i have tried again,and hit the target 1st time rendered.Ok there is a little tweaking,but the main thing is that im happy.
I went through the process with the dis2 plugin and converted my file with the batch utility to .map,and i was useing a tiff before which gave me the jagged edges on my tooth and a lot of headaches and playing around.This shows me that playing around and reading a bit more does help,although sometimes its a case of monkey see and monkey does,and monkey hopes it works because i dont have a clue what there on about and i wish i did.
This also means i can get on with other parts of the shark without haveing to worry about will it render out correctly.
Heres the tooth,it renderd in under 10 seconds from a 300poly div 1 to 1.6 mill. div 8]
thanks
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