I have been trying my best to do what feels like the impossible and I was wondering if any of you experts could enlighten me more.
I have experimented a lot with taking objects from Rhino and importing them into Zbush so that I can polypaint them. I have come across two main problems.
1. The uv’s from Rhino for some reason don’t line up or something because there are black holes that appear when a texture map is applied and there is no way to get ride of it. I know someone that has taken my model and imported it into light wave or modo and merged everything in there and then the texture maps worked just fine in Zbrush even with the triangulated edges.
2. PUV tiles and the other tile methods work in Zbrush, but I can’t get them to line when rendering in Vray.
If anyone has any suggestions that would be great.
Image with PUV tiles (zbrush) and rendered in V-ray for Rhino
I use a plug-in for Rhino that is called Matrix. It uses a lite version of V-ray. One interesting thing is that on my laptop that doesn’t have V-ray full version, but does have the lite version the render comes out perfect using the same settings (it’s just an earlier version). It’s when I use the Full version of V-ray that something goes wrong and looks like the image I posted (the most recent version 01.05.29.). I would like to take advantage of all the features of the full version of V-ray, but will need to solve this first.
Just did another test but instead of using an object from rhino I just did a quick zbrush object and applied PUV tiles to it. Now I’m rendering it in the full version of V-ray for Rhino. Same or similar results as the objects that came from Rhino.
Anyone have anymore suggestions?
Is there no one else that uses Rhino, v-ray and Zbrush?
Just trying to see if V-ray for rhino has a way to get this working right. Here are two more examples from Zbrush with two different layouts for the uv’s. I brought them into Rhino and rendered with V-ray. The seams keep showing up. Only sometimes on simple objects can I get most seams gone.
Any ideas as to when a fix will come about? Or am I just doing this wrong?
I’m new at this, so excuse me if I miss understand the process. As far as I know I have only just done texture mapping. I assigned the texture map to the diffuse layer and nothing more. Is that the same as normal mapping? I thought this was just texture mapping.
Oh wow, I guess I completely missed the point… Please ignore my previous post. This is only a post about texture seems showing up. I have no idea what could cause that, other than mapping the object incorrectly. Sorry about the entirely off topic post.
Np, I’m just trying to solve this. As far as I know I’m doing it correctly. Like I mentioned in an earlier post that I think it just has to do with this version of V-ray 01.05.29. The renders work just fine with v-ray lite that comes with my Matrix program which is an older version of vray although I would like to take full advantage of the full version of v-ray that I have. I just can’t for now I guess. I’m just assuming it’s something that must be a bug that needs to be fixed unless someone else knows what’s going on.
Thanks, but I’m not sure if I’m getting it to work right. Probably because I just don’t know how.
it says:
“Workaround: if the viewport show it right, than extract the rendermesh, export as OBJ and reimport it again. Now the mapping is burned in the mesh and VfR can’t destroy it. Worked for me in the past.”
When you say the mapping is burned in the mesh does that mean I don’t have to re apply the texture map?
I tried and I had to re apply the texture map and each time it had the same results as before. no go for this one.
I noticed on the other thread that it was for cylindrical mapping. I tried laying out my uv’s in a way that would avoid the map from wrapping all the way around an object. It seams as if the seams were gone. When ever the seams did wrap around as if to be cylindrical the seams appear.
This must be the same related bug as the other thread. It’s just that since my maps are applied according to the uv’s it’s seems to be a combo of methods when mapping. I may just have to go through extra work to avoid any area that would wrap around the whole object. It’s just a theory, but We’ll see.
I think, it’s not a Vray or Rhino issue. I would look for an option at Z-Brush that allow the set a gap between the UV islands and overfill the area. That’s the way I know from baking with AIR. Also very small texture can show this problem more than high res ones, because the bordes lay over single, shared pixels.
Are your objects Rhino objects and Z-Brush use the UV from the Rhino mesh? Rhino packed textures have no gap. This problem is reported by me several times, but I got no responce.
When I use the uv’s that come from Rhino and bring them into Zbrush there are small gaps in certain areas that cannot be resolved even with change the map size and borders. It appears that once those same uv’s are brought into a program like lightwave for example that uses Atlas mapping and it would seem to fix the problem within zbrush. Either way no matter how perfect it works in zbrush it won’t work in v-ray correctly in this latest version. Like I’ve also said earlier that it does work perfect in an older version of v-ray. So if I don’t use the uv’s that come from rhino and use Zbrush methods of doing the uv’s then it works in Zbrush, but not in v-ray’s latest release. With lots and lots of testing it appears not to be Zbrushes issue.
So yes, I’ve tried using both Rhinos uv’s and Zbrush’s uv’s and still no go. I will still continue to test though to find a workaround or solution.