Hi,
we are evaluating Maya 2012 2.2 Vray demo here at the studio.
I currently have an object built in 3dcoat, zbrush, with 20 uvtiles in 4k resolution, color, normal map and displacement.
But now i get problems using the <uvtiles> and or layered shader setup.
First of, <uvtiles> does not seem to support a negative uv space.. like u0_v-1. For debugging reason, i splitted my mesh into seperate parts.
Vray recognizes the u0_v-1 space as u0_v0 and therefore loads the wrong map. So i went for a layered shader setup, where i manually blend all maps with the use of a layered texture in maya and transforming all my uv spaces in the placement node manually.
But the layered shader clamps all negative 32bit data.
I would now consider to rename all my files and move all my uvtiles into positive space in Maya, but for every change i would do in 3dcoat and Zbrush, i would have to rename the textures again and again. I can not change the uv's in these packages as far in production now, as HD geometry won't let me (zbrush) and microvertex painting either (3dcoat).
cheers and thanks
Patrick
we are evaluating Maya 2012 2.2 Vray demo here at the studio.
I currently have an object built in 3dcoat, zbrush, with 20 uvtiles in 4k resolution, color, normal map and displacement.
But now i get problems using the <uvtiles> and or layered shader setup.
First of, <uvtiles> does not seem to support a negative uv space.. like u0_v-1. For debugging reason, i splitted my mesh into seperate parts.
Vray recognizes the u0_v-1 space as u0_v0 and therefore loads the wrong map. So i went for a layered shader setup, where i manually blend all maps with the use of a layered texture in maya and transforming all my uv spaces in the placement node manually.
But the layered shader clamps all negative 32bit data.
I would now consider to rename all my files and move all my uvtiles into positive space in Maya, but for every change i would do in 3dcoat and Zbrush, i would have to rename the textures again and again. I can not change the uv's in these packages as far in production now, as HD geometry won't let me (zbrush) and microvertex painting either (3dcoat).
cheers and thanks
Patrick
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