View Full Version : ZBrush > MR triangles oddity

01-15-2007, 12:41 PM
Hi folks, I'm prepping a character bust and need higher resolution topology on the bust than on the rest of the torso.
The step to match up the bustlines to those of the torso needed two triangular faces (triangles) on the border edge.
They render like in attached pic.

Question is now; Is there any way to get mental ray to render a ZBrush displacement map properly on a triangular face? Or do i need to go back and do the Sculpt again (not so bad; just a "low-intensity" test anyway)?

TD info: using a 32-bit .map (from exported tif), Mesh Feature Displacement off, MR SubD Approx is Spatial with Min 5 Max 9 and Length 0.000

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01-15-2007, 12:41 PM
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