Howdy all,
I've read a bunch of posts here about rendering ptex files from Mudbox, but I haven't seen anyone running into the problem I'm having. I'm doing a test to see how feasible ptex is for production, and I'm running into a subdivision and displacement issue. I've sculpted my head in Mudbox and I've exported the color textures as ptex all fine. They all render correctly out of Maya. I then go and create my displacement map. I'm doing a standard displacement from Mudbox. Everything renders out fine, then I run into a snag. As you can see from my image below, the displacement map isn't displacing correctly. I'm getting 3 problems, although they all could be stemming from a single issue.
First off, my displacement isn't accurately moving the mesh into the correct position. Secondly, I'm getting regions of faceting, most visible on the back of the head in the rim light. Thirdly, there seem to be seams of smooth and faced areas, like around the bridge of the nose.
I'm not doing any displacement shift, and I've left all my displacement amount's to 1. It's a 32bit float ptex. My Mudbox settings are:
Method: subdivision
Texel Distribution: Use Ptex Setup
Anyone know how to fix this?
Brent Tyler
I've read a bunch of posts here about rendering ptex files from Mudbox, but I haven't seen anyone running into the problem I'm having. I'm doing a test to see how feasible ptex is for production, and I'm running into a subdivision and displacement issue. I've sculpted my head in Mudbox and I've exported the color textures as ptex all fine. They all render correctly out of Maya. I then go and create my displacement map. I'm doing a standard displacement from Mudbox. Everything renders out fine, then I run into a snag. As you can see from my image below, the displacement map isn't displacing correctly. I'm getting 3 problems, although they all could be stemming from a single issue.
First off, my displacement isn't accurately moving the mesh into the correct position. Secondly, I'm getting regions of faceting, most visible on the back of the head in the rim light. Thirdly, there seem to be seams of smooth and faced areas, like around the bridge of the nose.
I'm not doing any displacement shift, and I've left all my displacement amount's to 1. It's a 32bit float ptex. My Mudbox settings are:
Method: subdivision
Texel Distribution: Use Ptex Setup
Anyone know how to fix this?
Brent Tyler
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