I assigned a Vray Displacement Set to a group of objects. When rendering there is one uv seam that is stretching/pulling the texture. When peviewing the texture on the subdevided model in the viewport everything looks good. Which setting could cause that, since I am pretty sure the model is okay, hence nothing is stretching in the viewport.
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uv stretching at UV seam.
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yeah i tried that. The displacement node is only used for smoothing the mesh at rendertime, so i was expecting the same behaviour as in the viewport.
rendering the subdevided mesh with Maya hardware 2.0 gives no stretching at all. Do no know if this information is relevant.Last edited by leabum; 27-03-2017, 11:18 AM.
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I tried using the OpenSubdiv attributes instead, also with smoothed uvs on and off. does not help at all. I would share screenshots, but the client won't allow that.
Edit: smoothing the actual mesh with a modeling operation gets rid of the issue, however this defeats the purpose of using the vray displacement.Last edited by leabum; 28-03-2017, 12:28 AM.
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Could you recreate the problem in a simple scene that you can share? That would help us better understand the problem.
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I can try that later, but is appeared so random that I do not know if it is possible. I now straightened out the edges on the mesh manually even more and unfolded the UVs for this area again. Now it works just fine. Obviously the texture artist has to rework some stuff now. I still don't know where the missmach between the viewport and the manually subdivided mesh and the mesh that was only subdivided at rendertime came from. The model did not have unmerged Verts or any of that kind.
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