View Full Version : displacement problem..
cali3d
04-25-2009, 11:06 PM
Hi all,
I hope you guys can help me here.. I have this image: Where the displacement is acting strange when I render it in Maya, has anyone come across this type in Maya ? ..
It looks like its right at the seems of the
Maybe it would be a good idea to post your UV layout and displacement map.
cali3d
04-26-2009, 10:10 AM
here are the images, scaled down though.. they are 32bit exr
The grey'ish image is the displacement macp where I adjusted the exposure so we can see it, the last almost white image is the displacement map with no exposure adjustment and that is the image I am actually using.
Here is a link to download the Maya2009 project..
http://files.me.com/cali3d/c8vv1e (95 mb)
irobert
04-26-2009, 06:31 PM
If you take a look at your displacement map in Photoshop and you create an adjustment levels layer and pull white slider down all the way, you will see certain areas of the displacement map go unchanged (which means they are 100% black and contain no actual displacement information) What you will have to do is re-create your disp and nrml maps with a higher search distance. I would also avoid doing smoothing low-res UVs while extracting. Also, you should take a look at your UV setup. It is doing a lot of stretching behind the legs and other areas. While I was looking over your file I went ahead and relaxed the UVs to be a bit better. Take a look at this attached obj and compare both models with a high resolution texture grid. I scaled up your UVs to use the space more efficiently and the inner eye sockets were not given enough space, so I pulled them out (hah).
Cheers,
Robert
cali3d
04-26-2009, 07:17 PM
I was afraied it was the UV mapping that was playing tricks on me.. so I have been spending my day looking at headus UV-layout .. I think I will buy it .. it is quite nice, even thoug the UI is from mars..
Btw, I knew about the eyes, but I figured that they cannot be seen anyway, since its only the eye sockets. .
But thanks for looking at my file :)
Wayne
04-26-2009, 08:36 PM
If you need to check a 32 bit disp map you dont need to import it into photoshop. You can use the + and - buttons in the viewer tab in Mudbox to preview the image at different exposures (without changing the actual exposure). Its great for finding any dead spots in maps.
If you doo find some you can merge two disp maps by sticking both on a plane as a texture and erasing the bits that are not needed and mergin the texture layers...then export a a OpenEXR. Hope thats useful mate.
Wayne...
cali3d
04-28-2009, 12:09 AM
problem solved:
http://gallery.me.com/cali3d/100073/pressure_027/web.jpg?ver=12408730140001
thanks to Headus UVlayout, a small painting fix aswell, since the ears had some artifacts since they are very thin..
Now I can start the real work on it :)
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