My only other option is to use a normal map for fine detail using Zmapper, but I’d prefer to use bump maps, so I could further paint bump details in photoshop. Is there a workflow or setting that I could use to either fix what I have or to use in the future that would alleviate this problem? To make the bump I used the displacement tab with adaptive turned on, mode off, and smoothuv turned off. It has all the detail that I want, it just distorts basically where the UV edges are. I suspect it is because the Subdivision 4 Uv’s dont match up exactly with the UV’s that are being rendered in maya. ![]() ![]() However I’ve been noticing that there is some slight faceting/distorting in my bump map when rendering in maya. I’ve been trying to generate a bump map from subdivision 4 to get more fine details from the hires sculpt. I imagine this is because generating the displacement for the subdivision 1. ![]() So, I have a model with 6 subdivision levels, and I’ve noticed that when I generate displacement maps with smooth UV’s turned OFF in the Geometry pallet, that my displacements render great in maya using maya/ mental ray with the approximation editor.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |