[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
(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