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skin shader a la Alsurface pleaseeee

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  • Do you have one vray 2d displacement modifier for the whole object, or it's many object with many 2d displacement? it dont work on 1 object. Correct me vlado if I'mn wrong ( did not tired in the latest vray , was it corrected ) ? for character, the 2d displace is light years ahead of the 3d one... nothing to compare here ^^

    Vlado, for the bump ,that's what I though, but I'm not sure in Arnold it does that, can you verify that ? Maybe they found a way to make the bump not doing that.. I don't know.. otherwise bump is useless... it's why normally I use 2d displace and no bump.. does normal bump does the same Vlado? I never use normal bump.. the few time I used that, I found it was giving me some weird reflections ..
    Last edited by Bigguns; 06-08-2016, 02:04 AM.

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    • Ok! Yes, it's 3 objects and one displacement for each one.

      I wonder if it could could work one a single object if we use different UV id and face id. you would need many displacementmod modifiers for sure.

      __________________________________________
      www.strob.net

      Explosion & smoke I did with PhoenixFD
      Little Antman
      See Iron Baby and other of my models on Turbosquid!
      Some RnD involving PhoenixFD

      Comment


      • I just posted this comparison in HD this time:

        __________________________________________
        www.strob.net

        Explosion & smoke I did with PhoenixFD
        Little Antman
        See Iron Baby and other of my models on Turbosquid!
        Some RnD involving PhoenixFD

        Comment


        • you cant use many vray displacement on the same mesh it will only always take the one at the top..

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          • Originally posted by Bigguns View Post
            you cant use many vray displacement on the same mesh it will only always take the one at the top..
            yes you need to mix actual maps rather then displacement mods.
            Dmitry Vinnik
            Silhouette Images Inc.
            ShowReel:
            https://www.youtube.com/watch?v=qxSJlvSwAhA
            https://www.linkedin.com/in/dmitry-v...-identity-name

            Comment


            • Ok now I could reproduce and understand your problem exactly Bigguns. I made a simple moon in zbrush. I separated the UVs in 2 so half has the uv in U0,V0 and the other half has its uvs in U1,V0. When I try to displace that with the V-Ray displacementmod I get big problems if I want to use the 2D mapping. For 3D mapping we can do it by creating a second UV map Channel and moving the UVs in U1,V0 to U0,V0 (I did an offset of -1 in U). Then we can use a composite map with the 2 displacement maps (both in normal node) one with map channel set to 1 and the other set to 2 (and tile is off for both). Then V-Ray can render the moon correctly.

              But the problem with the 2D mapping is that it tiles the map in the uv no matter what.

              If 2D mapping would stop tiling the map in the UV we could use it that way like I did with 3d mapping.

              The other problem is that we can't use 2 displacementmod (even with 3D mapping). If we could do that it would be another solution.

              It would be even better if the vrayDisplacemnentMod could see the UV where they are instead of having to move them all in U0,V0. That way we could use only one dipslacement mode and choosing a settings for the UV tile to look at in the HDRI map itself.

              If you want a simple scene to see what we are trying to do Vlado: here is my moon scene.
              http://www.phylacterecola.com/strob/...oon2UV1Obj.rar

              Click image for larger version

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              Click image for larger version

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              Click image for larger version

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              Last edited by jstrob; 06-08-2016, 12:51 PM.

              __________________________________________
              www.strob.net

              Explosion & smoke I did with PhoenixFD
              Little Antman
              See Iron Baby and other of my models on Turbosquid!
              Some RnD involving PhoenixFD

              Comment


              • Originally posted by jstrob View Post
                Ok now I could reproduce and understand your problem exactly Bigguns. I made a simple moon in zbrush. I separated the UVs in 2 so half has the uv in U0,V0 and the other half has its uvs in U1,V0. When I try to displace that with the V-Ray displacementmod I get big problems if I want to use the 2D mapping. For 3D mapping we can do it by creating a second UV map Channel and moving the UVs in U1,V0 to U0,V0 (I did an offset of -1 in U). Then we can use a composite map with the 2 displacement maps (both in normal node) one with map channel set to 1 and the other set to 2 (and tile is off for both). Then V-Ray can render the moon correctly.

                But the problem with the 2D mapping is that it tiles the map in the uv no matter what.

                If 2D mapping would stop tiling the map in the UV we could use it that way like I did with 3d mapping.

                The other problem is that we can't use 2 displacementmod (even with 3D mapping). If we could do that it would be another solution.

                It would be even better if the vrayDisplacemnentMod could see the UV where they are instead of having to move them all in U0,V0. That way we could use only one dipslacement mode and choosing a settings for the UV tile to look at in the HDRI map itself.

                If you want a simple scene to see what we are trying to do Vlado: here is my moon scene.
                http://www.phylacterecola.com/strob/...oon2UV1Obj.rar

                [ATTACH=CONFIG]31873[/ATTACH]

                [ATTACH=CONFIG]31874[/ATTACH]

                [ATTACH=CONFIG]31875[/ATTACH]
                Hi jstrob, if you simple enter <uvtile> in place of uv coords of the texture you dont need to mix anything. See attached scene

                uvtile_method.zip
                Dmitry Vinnik
                Silhouette Images Inc.
                ShowReel:
                https://www.youtube.com/watch?v=qxSJlvSwAhA
                https://www.linkedin.com/in/dmitry-v...-identity-name

                Comment


                • Ok thanks! morbid angel!

                  Very good trick

                  There are other tags like that all explained in the V-Ray HDRi doc
                  https://docs.chaosgroup.com/display/...e+%7C+VRayHDRI
                  And the UDIM naming from MARI also has a tag!
                  The one for mudbox also works for zbrush naming.

                  And we can choose the preview image in the material editor in the UDIM/UVTILE preview area of the VRayHDRI image. Really cool! The only drawback is that those images don't appear in the max asset tracking dialog AND that it doesn't work with 2D mapping either.
                  Attached Files
                  Last edited by jstrob; 07-08-2016, 06:04 PM.

                  __________________________________________
                  www.strob.net

                  Explosion & smoke I did with PhoenixFD
                  Little Antman
                  See Iron Baby and other of my models on Turbosquid!
                  Some RnD involving PhoenixFD

                  Comment


                  • yeah it was a feature requested by max users a lot I believe that's why its implemented.

                    the mari tag is <UDIM>, the zbrush tag is <uvtile> with lower case, and mudbox tag is <UVTILE> with upper case.
                    Dmitry Vinnik
                    Silhouette Images Inc.
                    ShowReel:
                    https://www.youtube.com/watch?v=qxSJlvSwAhA
                    https://www.linkedin.com/in/dmitry-v...-identity-name

                    Comment


                    • Ok yes because Zbrush starts at zero, it's not the same as mudbox! Thanks again!

                      __________________________________________
                      www.strob.net

                      Explosion & smoke I did with PhoenixFD
                      Little Antman
                      See Iron Baby and other of my models on Turbosquid!
                      Some RnD involving PhoenixFD

                      Comment


                      • is there a way to get this new alshader working with maya..?

                        Comment


                        • I'm working on a Maya wrapper right now, I hope to push it to Github in the next few days.

                          Best regards,
                          Vlado
                          I only act like I know everything, Rogers.

                          Comment


                          • Originally posted by vlado View Post
                            I'm working on a Maya wrapper right now, I hope to push it to Github in the next few days.

                            Best regards,
                            Vlado
                            hey vlado,

                            just wondering if this is going to be something that would come with V-ray out of the box or would it be open source thing where its some thing we will need to manually add?

                            just wondering if it will make it in to nuke?

                            Comment


                            • I have not decided if the shader will be bundled with the installation yet. It depends on how many people will find it useful.

                              Once we have the standalone shader it should be easy to support it in Nuke.

                              Best regards,
                              Vlado
                              I only act like I know everything, Rogers.

                              Comment


                              • I'm working on a Maya wrapper right now, I hope to push it to Github in the next few days.
                                Thanks Vlado. Look forward to testing it out.
                                always curious...

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