why I get this?! (Displacement Map Problem)


#1

Hello everyone, I am new to mudbox and after sculpting some bricks I got a problem
in the final rendered results. so I have decided to do some simple test and here is the
result:

Base Mesh

Displacement Map

Glorious Render

I’m using maya and with both maya default algorithme and and the mental ray apporximation (set at fine view high quality), the results are still disappointing :frowning:

Thanks in advance


#2

use a 32bit exr floating point file…
and take a look at ashs tutorial here…

http://www.pixelcg.com/blog/?p=675


#3

Did you put some sort of approximation node on it
look at this vid
http://www.pixelcg.com/blog/?p=675


#4

[left]Thanks for the link, I watched the video, he used the subdivision approximation… the mel script that
he was used is “addAttr -ln pCube miExportCCMesh -at bool mentalraySubdivApprox1;” , when I use this maya gives me an error “invalid syntax”.

[/left]


#5

I’ve reverted the maya approximation method to its old subdivision method (not CCmesh anymore) but
the problem still remains as before, there was little change going on but this method didn’t work.
and the true type of syntax:

addAttr -ln “miExportCCMesh” -at bool mentalraySubdivApprox1;
The main usage for this function is to removing the chance of getting visible seams on final rendered
mesh where the UVs not connecting to each other or at UV seams.

It seems there is no way to get a displacement map for a box which has not sharp edges, I think!
I’ll do some more tests anyway and post the result here if I found anything usefull :hmm:


#6

maybe try the new vector dispmaps in mudbox…


#7

Maybe it’s your UV layout.
The UV shells seem to be too near to each other and too close to the map border.

You haven’t attached it,
but maybe your highres mesh also needs to be retopolized for a better result.


#8

Or maybe mudbox forum is wrong place to ask about mantal ray. Try maya forum instead. (In Max, there is ‘keep continuity’ check box.)


#9

Yes I should give it a try.
Anyway, thanks for the replies here.


#10

please post your obj and displacment file


#11

Here is one of my original objects in OBJ and its 32bit exr displacement map:

http://rapidshare.com/files/386063676/test_01_FO_HDR.exr.html


#12

[left]your render looks different than you posted as a problem[/left]
[left]Technically from what you uploaded to me , the render works fine[/left]
[left]artistically , now that’s a different story : )
[/left]


#13

Sorry, I forgot to mention it before, I’ve solved the first problem of my displacement maps which
caused my cube to separated by its faces in the rende by checking the “smooth target model” check box and “subdivide UVs” in “add new subdivision level” option dialog, now the problem is the amount of displacement and the puffy look of some displaced features I think.
So do I need to tone down my map or there is still a problem with my workflow?!
I used this expression for my file texture “file1.alphaOffset = file1.alphaGain * -0.5;”
but it caused another problem for the rendered result:
http://forums.cgsociety.org/showthread.php?f=87&t=880878

Here is the actual sculpted mesh:

Thanks for your quick reply “Ash-Man”.


#14

the -.5 on the alpha gain are for displacement maps that use %50 grey as 0. (zbrush)

Mental Ray uses black as 0. So does mudbox, so do not use the tweak on alpha gain.


#15

check these out, might help

 [http://doc.crymod.com/AssetCreation/PolyBumpReference.html](http://doc.crymod.com/AssetCreation/PolyBumpReference.html)

http://vimeo.com/2884634

http://vimeo.com/2509297

http://www.neilblevins.com/cg_education/mudbox_2010_to_max/mudbox_2010_to_max.htm

im a max user so dont know if any of this is applicable.


#16

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