Displacement problem in Vray


#1

Hello!

For a project I am doing at the university I am having a weird problem when trying to apply displacement maps to my character from Zbrush to Maya.

One thing to note as well is that I have multiple UV tiles, but as I was laying them out I suddenly got loads of separate faces here and there on the character, I have no Idea where they were coming from (so I put them on a separate tile, the last one, alongside with some other Uvs that won’t be displayed anyway). I tried to unwrap the character again but I got the same result.

Firstly Iimported the lowest subdivisions of the character from Zbrush into Maya, andusing Mental ray I rendered it and it displayed fine. But as soon as I appliedsubdivisions with the approximation editor and removed the objects feature displacementit just rendered black while other objects work perfectly.

So I triedV-ray insead, which I am using for the first time, and it subdivides justfine. Following the displacement set up on this blog: http://hellobard.wordpress.com/2011/09/26/v-ray-for-maya-displacement-tutorial/

I managedto get the displacement to show as well, but I get weird deformation on theeyelids and mouth as well as some other parts of the body and one of the hands (not both of them for some strange reason…) When I render I get an error in the script editor // Warning: Some faces of CharacterShape@mesh1@subdivGeometry were removed because they were duplicates of other faces. //
So there is definately something wrong with the geomitry. I have tried the clean up, to merge the whole character and and to soften the edges but nothing works…

[size=3][/size]
[size=3][font=Calibri][color=white]These aremy displacement settings in Zbrush

I alsotried another object the same way and I get similar results around the edges. Top images how it looks in maya, bottom images how it looks in Zbrush.

Any ideas? :slight_smile:

[/color]
[/size]
[/font]


#2

I’ve also uploaded the Maya (2011) scene and the Zbrush (4R4) file, if anyone is interested to take a look.

https://www.dropbox.com/s/qwgfk6ns59xmq8l/VrayMaya2011Displacement.rar


#3

I’ve had a very similar problem with Vray on 3dsmax. I was also using multiple UVs for displacement. My guess is the problem happens on vray’s side.

I ended up using 2 different UVs. The first separated multiple times like you did and another all packed in 1 UV space. In 3ds max it’s done with “map channels” but I don’t know the equivalent in maya. Also, since the displacement is pack into only 1 UV space, I simply double the resolution of the displacement.

Basically, I save the 2 UVs in a place I make sure never to delete accidentally: Body_Single_UVs.obj and Body_Multi_UVs.obj. That way, I can always import the uv set I need in zbrush at any time.

Here’s a link to somebody who managed to make it work Beast dude. I think that since he is using a grey layer under each displacement, it’s fixing the problem somehow…
For the hood of your character, did you give it a thickness? If not, it can easily do that sort of problem. If you want to keep it without a thickness, just make sur you paint the border with a perfect grey in photoshop and that should fix it.

Good luck!


#4

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.