Vray Displacement in Maya

Im running Maya 2012 vray2.00.04
64bit

I was modeling a simple sphere with displacement and bump maps to try and see the difference - the displacement on the other hand keeps blowing up my geometry twice the size.

This was just with a fractal mapped on the displacement, I get some true displacement, but the whole sphere becomes twice as large.

Maybe I overlooked a node? I am using the general displacement node. I just want to use it for a simple test and cannot get it to work properly.

I am modeling a matchstick and for the irregularities of the head I’d like to use a bump/displacement.

Any light? ops lol

Best regards,
DM

well the fact that your sphere explodes or becomes larger means that your displacement value is very high. Also the edge length is too low so you are not getting enough subidvisions in the displaced mesh.

Bumping up the edge length and subdivs, as well as lowering the value of the displacement have no real effect…

Cheers
DM

Select vrayDisplacement node go to: Attributes>VRay> and enable Displacement Control and Subdivision and displacement quality.

There you can use “Displacement Shift” value to control the Displacement amount. Note that you can use negative values as well.

I will try that as soon as I can get into my little test scene

Thanks,

cheers
-DM

override global check
view dependend check.
edge length at 1 max subdivs 256, displacement amount .8 (vector displacement)
32bit exr file
displacement bounds automatic. no water level or continuity or shift.

edge length .5
displ amount .5 as well

edge length .25
displace amount .5

edge length .25
displacement amount .25

and if i lower the edge length any more it won’t render…

just curious how are you generating the displacement?

I am doing it through mudbox, extract texture, vector displacement, from level 0subdivs to level 2subdivs.

Right now I am trying new ways of doing the displacement, ill post some results hopefully they are better.

Check your object scale values. There is an issue if you scale your object.