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View Full Version : Difference between poligons and SubdivisionSurfaces


joie
06-10-2009, 10:49 AM
Hi there;

I'm making a bronze sculpture and would like to do a near shot, and I encountered some errors that makes me nuts..., the displacement map is kinda faceted and don't know why.

This first render is the sculpture in poligons with Mental Ray subdivision approximation (without catmull clarck interpolation "miExportCCMesh" deactivated):

http://img257.imageshack.us/img257/9358/tiberiofaceted.jpg

This second render is the same sculpture but made with MAYA natives Subdivision Surfaces, just as simple as that. Now it renders correctly and no errors appear in the surface:

http://img25.imageshack.us/img25/3549/tiberiook.jpg

Am I missing something?.

Thank's in advance.

oglu
06-10-2009, 10:50 AM
take a look on these tutorial...
http://area.autodesk.com/tutorials/trouble_shooting_maya_mudbox_workflow/

soulburn3d
06-15-2009, 07:37 PM
I'm making a bronze sculpture and would like to do a near shot, and I encountered some errors that makes me nuts..., the displacement map is kinda faceted and don't know why.

This might be due to the fact that the way mr calculates subdivs and the way mudbox calculates subdivs is different. So you don't get a perfect mapping. I'm not sure about the mr workflow in maya, but in max, the way to avoid these sorts of artifacts is to use the render to texture feature to bake your disp map in max, not in mudbox. Maybe maya also has a way to bake a displacement map between 2 arbitrary meshes using mr, that will probably fix your problem.

- Neil