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Vector Displacement Workflow - Mudbox to V-Ray

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  • Vector Displacement Workflow - Mudbox to V-Ray

    [Into and Problem]

    (Actually now that I think of it, both scalar and vector displacement workflow suggestions should be open for discussion.)

    Hi all,

    I'm really struggling with displacement maps at the moment. I have never gotten them to work ever. I really need help going from Mudbox to V-Ray for 3ds max. What is the correct workflow to create Vector displacement maps ?

    Any feedback or help would be extremely helpful.

    I always get faceting as if the object has no smoothing groups

    I can always see the UDIM UV seams

    I don't want to use an amount and shift control .... I just want it to know exactly how much it should be. I'm not interested in dialing the amount. I just want it to look exactly as is in MudBox

    [Questions]


    01. Is there some kind of free specimen out there that we can use here as an example on how to establish the best Displacement workflow?
    02. Is there a way to make the displacement map generate a normal map at some critical point as in Arnold? or do I have to generate my own Normal map and add that to the displacement map?
    03. How do I combine multiple displacement maps?

    Thanks.

    [Update]

    This helped me so much - refer to this http://www.cggallery.com/tutorials/displacement/

    It doesn't outline how to use vector displacement maps but this is the first time I have had scalar displacement maps actually work for me!

    Majorly important steps were to

    1. Use Subdivision instead of ray casting because the character has a mouth and eye sock
    2. break the Uvs
    3. use the max luma values from nuke and place them into the min and max value
    Last edited by stevejjd; 12-05-2017, 07:53 PM.
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