UV Multi Tiling & 32-Bit EXR Displacement with V-Ray


#1

Hey Guys,

I have a serious problem with the UV multi tiling option with my ZBrush -> Maya with V-Ray workflow.

I am trying to get my 4 32 bit EXR displacement maps to work in Maya but as soon as I switch my tiling mode to a tiling mode my displacement results get a weird look. It looks like the maps got clamped - the displaced areas look kind of “cut off”. Pretty weird.
As long as I have the tiling mode switched off, everyrthing looks normal (on the corresponding area/tile).

I tried to use 16 bit PSDs, but with that I had to push the disp amount to 10 to see a bit of displaced stuff - and it looked really weird.

I really want to get my mutli tile workflow to work because I have a load of different sets to get into Maya and I dont want to do all of that manually. :confused:

Do you have any idea, why that doesnt work?

Software:
ZBrush 4R7
Maya 2016
V-Ray 3.1

Thank you for your help! :slight_smile:
Greetings
tr3c00l


#2

create a vray displacement node…
turn on allow negative colors on the 32bit exr…
and set the bounds by hand…

http://docs.chaosgroup.com/display/VRAY3MAYA/Tiled+OpenEXR+and+TIFF+Files


#3

Wooho, thank you so much! I think that might be the issue. I’ll try it right away and report back :stuck_out_tongue:


#4

Okay…I’ve got two more problems:

  • how can I read the max and min values of my displacement textures to use it for set up in maya?
  • and how can I put these attributes into the file node?

Never did anything like this and I couldnt find anything on the internet :confused: Would be appreciated if you could help with this as well :slight_smile:


#5

think you dont have to look for exact values… its more like a clamp…

try - 5 and 5


#6

okay. So I added just two attributes to my file node and I got the same results back…even after I played around with the numbers. Any other idea what I could do? :confused: