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Combining PTex textures

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  • #16
    Originally posted by t.petrov View Post
    Do you have a link to the docs, so I can read about it?
    No worries. https://docs.chaosgroup.com/display/...p+%7C+VRayPtex

    "PTex files are strongly connected to the topology of an objects's mesh. Therefore any modification which change the topology will break the rendering of the PTex texture. If you want to smooth the object, you can use V-Rays own subdivision/displacement."

    I could be misinterpreting the 'vrays own subdivision/displacement' but from that i inferred vrays osd would be fine.

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    • #17
      Originally posted by monsteradurm View Post
      I could be misinterpreting the 'vrays own subdivision/displacement' but from that i inferred vrays osd would be fine.
      Yes, you're misinterpreting it.
      Our own subdivision/displacement algorithm works with PTex just fine.
      See here how to enable them: https://docs.chaosgroup.com/display/...YA/Subdivision

      I'm not sure if PTex+OpenSubdiv is know limitation, bug or impossible to do.
      But I can confirm that it doesn't work at the moment. I'll see if I can learn something about this matter.
      V-Ray developer

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      • #18
        bummer. Thanks Petrov.

        As a workaround I just discovered i get better results (than having sub divs off entirely) by switching to vray subdivs, baking and then switching back to vray osd subdivs ( the osd component is not optional for this pipeline ).

        Any insight into the @mesh[index] being appended to the filenames at bake time?
        Last edited by monsteradurm; 19-07-2016, 05:31 PM.

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        • #19
          About the @meshN thing: those are part of the internal name of the object and there is unfortunately no way to predict them other than knowing which (logically indexed) mesh in the scene it is. We might strip them out in the next service pack, since I don't know of any reason to keep the internal tags as part of the filename.
          V-Ray for Maya developer

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