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dagann
04-20-2007, 05:04 PM
Hello everyone.

I'm testing the displacement map with mudbox and 3dsmax9 (mental ray rendering).
Tests on a basic cube, chamfered and with a good uv map.
I have 2 problems i can't solve:

1st:
Each face of the cube seems to be separated with little holes or pikes all along the chamfered edges.
I think the problem is caused by the chamfered part.
We can see the problem in the displacement map with kind of doted lines.

2nd:
A few parts of the cube are faceted, as if the smoothing was off. See the red arrow
When i'm baking in MUD, the smooth texture coor is on, and i apply a turbosmooth with 2 iterations in Max.
we also can see the problem on the displacement map. (red arrow)

Cube A: 2048 map 16 bits
http://i43.photobucket.com/albums/e388/Dagann/cube-disp-2048-16-bits.jpg

Cube B: 2048 map 16bits
http://i43.photobucket.com/albums/e388/Dagann/cube-2048-16-bits.jpg

Map of the cube B, 2048/16bits
http://i43.photobucket.com/albums/e388/Dagann/disp-high.jpg

Thanks for your help.

Mindblighter
04-23-2007, 08:07 AM
The odd edges come from the displacement maps bright pixels near the edges of the texture (See the broken lines going around the edges?). This is simply a matter of an inaccurate projection, it happens especially with bad UVs. You can try and mess with the edge bleeding settings in the hopes of getting rid of it.
You can get rid of the faceting issue by increasing the subdivisions in Mudbox either on the model directly or with the baking setting Subdivision, set on Good or higher (I personally use Good on both the lowpoly model and the highpoly one).
Hope this helped a bit :thumbsup:

dagann
04-26-2007, 08:06 PM
Thx Mindblighter.
I tried your solution for my first problem among others without results.
My UV are goods.


Concerning the 2nd problem, i solved it with the baking settings with Highest subdivision. High or Good don't seems to be enough.
Subdiving directly the model doesn't seem to work.
It's a bit wierd.

Thanks

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04-26-2007, 08:06 PM
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