Multiple UV tiles

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Display Modes
  12 December 2008
Multiple UV tiles

I exported a model to sculpt and paint in Mudbox 2009, and I used UVs outside the 0,1 range (I used 4 tiles, from (-2 to 1), 1). Now, how do I use multiple displacement and texture maps? Thanks for helping, because I can't find anything on how to do this.
 
  12 December 2008
here we go...
you have to build a new image node for each texture...
cause xsi is sharing the texture edit node for all image nodes on one object...

this setup is only for render... you cant see it in the viewport...
i afraid there is no way to see it without rendering...
__________________
ArtStation

Last edited by oglu : 12 December 2008 at 01:50 PM.
 
  12 December 2008
here the compound version...
rename the .zip to .rar !!
__________________
ArtStation
 
  12 December 2008
Thank you so much, I was really stumped on this. I'll give this a try today.
 
  12 December 2008
is it working...?
ive never tested a dispmap...
__________________
ArtStation
 
  12 December 2008
Actually, no it isn't working. I'm trying it again right now and I'll let you know how it goes.
 
  12 December 2008
Smile

The process is simpler. No need to define seperate uv co-ordinates for each file since u have already defined them in ur uv layout.If it is a single continous mesh simply arrange the different uvgroups starting from the default 0,1 uv space and keep adding the groups in the positive uv space i,e 0,1 and 1,2 so on. Make sure u name ur texture projection appropraiately if u have more than one projection ( like u might have a seperate layout for the diffuse map, bump map etc )

Mudbox recognises multi uv layout and will export the maps accordingly. After u are done generating the displacement map in mUdbox fire up XSi and load the texture images in render tree choosing texture>image and double click the imag node. It will open up its property editor. choose 'new' and load the 1st texture map. MAke sure u define the correct uv projection in the texture projection drop down. Repeat the steps until u have all of ur displacement maps loaded. using the mix two colors or mix 8 colo nodes plug the composte in ur displacemnet input of the shader.

Finally make sure u have geometry approximatoion on and set the subdivion to two or higher and tweak the displacement settings as u se fit.

Sorry for a long winded reply. beware though that using multi uvs for displacement is prone to generating un wanted displacement results where the seams of ur uv islands lie.
 
  12 December 2008
*Sigh*, thanks for your help, but I can't get anything to show outside the 0,1 range. The only way I can is by wrapping in u, but it only repeats the texture that is in the 0,1 range. I'll try a little more, but I'm wasting too much time on this so I might have to redo the uv's in the normal 0,1 range and sacrifice some resolution.
 
  12 December 2008
The texture edit node should work for this... I hope this pic can help you.


 
  12 December 2008
Yay, finally! As usual, I did something stupid. Eman, that pic you showed with the X translate value was what I needed. Before, I would have put a positive 1 value instead of -1, so I was missing 2 out of 4 tiles and one was in the wrong place. Anyway, thank you all for helping.
 
  02 February 2009
Hello,

I seem to be having the same problem with getting my normal maps to showup in XSI 5.11. I placed my uvs in separate sections. Exported the model as an obj to mudbox 2009 and sculpted it. Then I exported the detail as a normal map, which mudbox created as four files. I’ve now tried to apply the normal maps with little success. I’m assuming that I put the coordinates in wrong or I’ve setup the render tree wrong. I thought perhaps I typed the uv coordinates that mud box listed on the file names, but that doesn’t seem to work or any other numbers that I type in. I’ve attached some pics to help.

I’d appreciate any help.

Thanks





 
  02 February 2009
I don't know if this will help at all, but I could not for the life of me, get my mulit-displacement maps to work on the object I exported from Zbrush. I had to use the model I exported TO Zbrush and create a morph of my final low res object out of Zbrush. I know you are using Mudbox, and I may have been doing something wrong. But, it is something you might try.
 
  02 February 2009
Originally Posted by IZZE: I don't know if this will help at all, but I could not for the life of me, get my mulit-displacement maps to work on the object I exported from Zbrush. I had to use the model I exported TO Zbrush and create a morph of my final low res object out of Zbrush. I know you are using Mudbox, and I may have been doing something wrong. But, it is something you might try.



its because when modeling in ZB the base mesh also changes causing so the normal map you created actually works with this modified version that you bring from ZB.
when you bring your models to ZB before you start sculpting just save a morph target of that original model and restore to that morph target before you create your normal maps. that way the normal maps will fit your original base mesh..

cheers.
 
  02 February 2009
My problem had to do with the UV's. I could not get a texture, constant, displacement, normal map, anything to show on uv's ouside 0-1. It would just render black. But take that the same material and apply it to my model before zbrush in the same scene with same uv's on both objects, and it would work fine. From what I know morph target only stores point position. Nothing to due with uv info. I could be wrong.
 
  03 March 2009
I played with the model some more, and the only way I could get it to work was to use material clusters. I just selected each body part (torso, head, legs, etc…) and applied a material which would create separate clusters. For each cluster I attached a normal map node with a TP_lookup and Texture_edit node to specify the UV info. So far it appears to be working.
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright ©2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 02:49 PM.


Powered by vBulletin
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.