I am trying to use Vector displacement with V-Ray.
I got this example but I couldn’t get a right vector displacement.
Example 8: Vector displacement
Please check this image.
I just turned on “vector displacement” in VRayDisplacementMod.
And the image for vector displacement is .exr 32bit file format.
I just tryed to use same image in V-Ray for Maya. Please check below image. I just changed the mode to vector displacement.
It looks better than V-Ray for 3ds Max.
I have no idea what I am doing wrong for this.
Could you give me a hint to make a image for vector displacement and use it?
Here is a short tutorial on rendering vector displacement from Mudbox with V-Ray for Maya; in 3ds Max, since we don’t yet have the absolute vector displacement mode, you’ll have to multiply the texture by RGB 0.5, 0.5, 1.0 and add to it RGB 0.5, 0.5, 0.0. You may also have to switch the green and blue components.
Hi Vlado,
out of curiosity…why is vray for maya in some features more advanced than the version for max???
for example this vector displacement thing??? its been in max quite long…
THanks!
There is no particular reason; some features are first requested in Maya and it is easier for us to have them implemented and tested there before moving them to other packages. Same with other features which are easier to develop/test in 3ds Max.
Thank you for the tutorial. It is perfect information to use the vector displacement with V-Ray.
I really appreciate it. Everyone will love to get the information.
On the left - desired mesh (made in mudbox and checked with mudbox by sculpt by texture)
in the middle my current result
on the right - basemesh (although I suppose it should work with plane - because it was baked to plane)
Here is openExr
I’ve made this “RGB 0.5, 0.5, 1.0 and add to it RGB 0.5, 0.5, 0.” equation by vraycombtex and checker with specific color.
I don’t know how to switch channels.
I tried many combinations with vrayhdri, bitmam and vraydisplacementmod but I am still getting this errors.
What I am doing wrong? channel switch?
If you look again at my precedent post you will see it works. You just have to output your vector displacement to look the same as the ear vector map I supplied the link to.
It works indeed, although I’ve used vrayHDRI as a bitmap source due high values which were clamped by default bitmap input.
I’ve rescaled the values in Processing / Overall Mult. to 0,01 and then raised vray displacement amount by multiplying by 100.
Unfortunately I didn’t get time to work on the topic longer, I’ve just checked overall functioning.
But I think maybe artifacts on UV seams maybe are related to different mapping of subdivided levels (smoothing uvs) - but thankfully now it is a checkbox for that in vraydisplacement in newest update.