I'm using a subdivided model and then apply mutiple overlapping displacement maps on it to simulate multiple layers of deformations. However at UV seams, the values do add up and there are cracks in the surface because the displacement value is slightly above zero. To solve this in modo , I create a vertex map with weighting ( let call it vertex map 1 ) for my displacement so that the image is fading toward UV seams , I then go to my material group , in shader tree , add a weight map processing texture ( let's call it weight map texture 1 ), set the weight map ( vertex map 1 ) as the source and then use the weight map texture ( vertex map 1 ) as a group mask. In Modo , it works perfectly , the texture fades at the seams and I get rid of the cracks when I render. But vray doesn't get this into account and keep the cracks in the displacement ... may it be a probleme with weight map processing texture ... weight maps in general ... or group masks ? it would be however really great to have this implemented.
thanks in advance for reading.
thanks in advance for reading.
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