|07-15-2013, 09:57 PM||#1|
Join Date: May 2013
How to use ptex vector displacement from mudbox in maya14?
I haven't been able to find any guide for exporting p-tex vector displacement to maya, only standard.
Can someone please tell me the workflow to achieve this?
Also, how can I use ptex vector displacement & textures in maya 2014's dx11 viewport 2.0?
And which renderers support ptex vector displacement?
If this is not possible is there a workaround to transfer the ptex to an automatic seamless uv?
I don't really need uv's to paint on. I know zbrush has something called guv & auv tiles that completely bypass uv'ing and work, but they don't have the high amount of detail as ptex.
I'm not going into any game engines and I can texture in 3d with photoshop and mari / mudbox so I don't even see a point to needing uv's anymore for textures & displacement (that is, unless the dx11 viewport requires uv's).
Thanks very much to whoever can help me
Last edited by iLoveGreenDragon : 07-15-2013 at 10:09 PM.
|07-15-2013, 10:50 PM||#2|
That Creature Dude
Join Date: Jul 2002
This is a very Maya specific question, moving it to the app forum for you. General Discussion isn't a catch-all forum for app/tech questions
"As an online CG discussion grows longer, the probability of the topic being shifted to subsidies approaches 1"
Free Maya Nodes
|07-16-2013, 01:15 AM||#3|
Join Date: May 2004
I have some pieces of the answer:
I believe that the only way currently to view vector displacements in 2014 is to use the DX11 "ubershader". Unfortunately, i do not know which version / service pack this shipped with (in fact i have only seen demos of it so far).
For off-line renders, PRman (Pixar's Renderman) supports those, although I don't know where the current RenderMan Studio tools stand as far as Slim templates.
The real problem with vector displacements though is maintaining a consistent tangent space, and I have no idea how well RMS and Autodesk products have integrated these workflows yet. Assuming the output from Mudbox is good, you can always write your own custom shaders to use the data, but it's not exactly an artist friendly task...
You might want to look into extracting scalar displacements (ptex or not) for the time being. Incidentally, there is some very interesting research published next week at Siggraph on the very topic of real-time displacement mapping...
|07-16-2013, 01:15 AM||#4|
Lord of the posts
Join Date: Sep 2003
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