We need 2d displacement to work with UDIM to do GREAT displacement.. I found Vlado that the 3d displacement I don’t feel any autobump, since it’s still way less precise then 2d displace.. is there a parameter to tweak to make the autobump crisper? Can you put a guy to make it work with UDIM like in Maya that 2d displace? I need it for hyper realistic character… we need super crisp 2d displacement..
EDIT : Also Valdo, does Alsurface have a IDraytrace to make it in the same set like the sss2 and skin shader ? Does it work the same?
Ray! Very Cute name! He looks so cute too (saw him on your FB page).
Between a Blender and Houdini tut I will find some place to pursue the scripting mastering. I know you’re right about this. BTW, VEX is supposed to give “performance close to compiled C/C++” code as they say. And VOP (the nodale version of vex if you want) is supposed to be as fast. But not so fast to learn… ;(
Ca I ask you what do you mean by autobump? And what’s the advantage of udim for displacement? Isn’t it just another way of numbering the UV tiles? I guess you are using Mari?
Hi guys, saw those test renderings promising, really like to try it out. After the first try, I got this error msg " specified module could not be found" when I start up 3dsmax. Then I install V-Ray nightly (vray_adv_34002_max2015_x64_26880). I still got the same error msg.
It’s not better really, just you don’t have to create the bump map separately. As I said above, V-Ray does autobump too; it’s on by default, but can be DISabled by turning on the “cache normals” option in VRayDisplacementMod.
For characters the best by farrrr is 2d displacement.. super crips.. less memory needed and faster .. though it depends wich resolution you set it at of course. but for now in max it dont support udim.. and i use udim like 4 udim of 8k on a head instead of 1 to get much more resolution to have super crisp define details.
In max and zbrush you can always use many UV spaces without UDIM. You just have to move your packed UVs in relative mode to 0, 1, 2 or 3 in U direction and you can gat any number of maps that you want. so I don’t understand the need for UDIM except if you use mari or nuke where it seems to depend on it. but zbrush and max don’t need that.
then if you have many uv spaces in max and go to Zbrush using GoZ, paint with polypaint and the export with multimap, zbrsuh will create a map for each uv space.
thats what i do. call it multi uv tile if you want or udim.. all the same to me.. just the naming is specific for udim… but multi uv maps moved on other cadran then the 0,0 dobt work in vray 2d displacement.. but it does in maya.. figure it out.. meanwhile i have to do with the 3d displace wich is not enought precise for what i need…
For me there’s not a lot of difference between 2d and 3d displacement but 3d displacement renders 2 times faster with the same settings. to get crisper result you must always put the blur of your Vray HDRI texture to 0.01 instead of the default 1 (Vlado, why can’t we put this to zero? and why is it at 1 by default BTW. I recently bought a camera without low pass filter and the pictures can be much crisper with it, and I don’t get much moirée effect cause the sensor is so large (Sony A7IIR) I thinks it’s kind of similar problem.)
Also I just did some test with one of my insect models and even if I am using 4 uv spaces, the 2d displacement is working in max (max 2016 and v-ray 3.40.02).
Because it’s a terribly bad idea if you are using tiled .tx or OpenEXR files and have 150 GB of textures… Instead of using the appropriate mip-map level, V-Ray will be forced to load everything in memory.