![]() Displacement map seams are a game breaker. It's a pixologic mess, and no excuse for it. everything is back to front, upside down, have to flip G for max, something else for maya. So make sure that you don't change scale of model.īasically stay the hell away from zbrush displacement maps and even normal maps. ![]() **Displacement Maps are very sensitive to scale. **You can try applying a Turbosmooth modifier below Vray Displacement for better results. Displacement Type = Grey Based, Not NormalizedĪpply VrayDisplacement Modifier, set Amount to 1 & Shift to -0.5 ![]() Enter values for In Scan & Out Scan Depth (Use Bake Scan Settings to work this out before) However i've gotten near perfect results with little effort using 3D Coat for displacement map baking.ģ.Import Low Poly via Retopo Menu (do not snap to high poly) Just flip them during Bake or in Max set Bitmap U or V value to -1.0.Īkin Bilgic created an awesome tutorial on Accurate Displacement map workflow = I don't think that it fully supports 32bit floating point EXRs. If i use the default uvws which are generated in zbrush the seams are almost not visible (still there but it look good enough), but i would like my own uwv map. What am i doing wrong? I was doing the uvw map layout in 3ds max and imported it back to zbrush. I have correct gamma setting while importing the map, that issue is not the problem I also tried the UV map border with smaller value like 4 or 6, the same result (or even worse i dont remember). The map opened in photoshop and flipped vertically (since it did not matc hthe orientation), and again resaved as exr 32 bit, could this cause the seams? Using just the displacement map (not normal or diffuse), and in vray displ. The displacement map has seams :-(, i tried what i could but they still persist. Hello im having problems with displacement maps generated in zbrush and rendered in 3ds max 2012 vray 2 using the vray displacement modifier.
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