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Vray 3 - Displacement 32bits + UDIMS + vrayHDRI = mini black seams

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  • #16
    First make sure you aren't shorting your high poly sculpt by creating a low res texture. I shoot for 1 million polys = 1k texture, 2m=2k, 4m=4K, etc.

    In the DispMod use Subdivision. Set Filter Blur to 0.0 (don't trust the checkbox). Set edge length to .001. Turn off view dependent. Set subdivision to match the number of subdivisions you had in zbrush (it defaults at 256...which is crazy high for this workflow)...you won't need the turbo smooth by the way.

    For your bitmap loader, use VRayHDRI. Use Eliptical filtering. Set color space to none (assuming 32 bit exr). Turn the blur down.

    Hope this helps!
    Neal Biggs

    3D Generalist | Freelance | Founder | Big5 Studio
    http://big5studio.com/

    3ds Max 2022 - V-Ray5 Update 2.2

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    • #17
      hey,

      looks like 8k map and playing with filters and edge length after it works
      so the key think was "irst make sure you aren't shorting your high poly sculpt by creating a low res texture" I guess

      thanks for your comments,

      Peter.
      Peter Kolus
      Senior 3D artist / CG Generalist
      www.peterkolus.com

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      • #18
        Yeah the notion of 4k map is only relevant to the render resolution and the closeup of your model. Lets say you have a 4k map for the body but zooming into his shoulder (like the image you attached) reveals only a quarter of the 4k map (where the uv's of the neck/shoulder area are). So essentially you are trying to render 1k map into a 2k screen res (I'm just estimating here) so you are getting low res.

        Ideally, you'd use the udim type approach where parts of the body is split out into multiple uv tiles. Zbrush/mudbox can bake them out and then you have enough 4k tiles to cover any part of the model thus ensuring your resolution is consistent even at closeups.
        Dmitry Vinnik
        Silhouette Images Inc.
        ShowReel:
        https://www.youtube.com/watch?v=qxSJlvSwAhA
        https://www.linkedin.com/in/dmitry-v...-identity-name

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        • #19
          Should there be a forum sticky for making correct displacement maps ?

          Maybe a list of advisory pointers to make sure displacements go well?

          have you seen the article on "Accurate Displacement Maps" by Akin Bilgic ?

          https://www.cggallery.com/tutorials/displacement/

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