|
|
|
Tell us what you think of the site.
|
Autodesk Media & Entertainment User Community
|
Autodesk® 3ds Max®
|
|
Autodesk® Maya®
|
|
Autodesk® Softimage®
|
|
Autodesk® MotionBuilder®
|
|
Autodesk® Mudbox™
|
|
Autodesk® ImageModeler™
|
|
Autodesk® Sketchbook® Pro
|
|
Autodesk® Smoke on Mac®
|
| Problem with displacement map on edge of geometry
|
|
|
I’ve got a couple cubes I’ve applied some displacement maps to - but ‘gaps’ now appear at the edges. Can this be fixed by mirroring the edge pixels of the textures? I’d like to avoid doing this to keep the texture seamless, is there another method?
n8skow [FA]
| Attachment
|
|
|
|
|
|
Can you rephrase the question? I’m not sure I understand. It appears that your edges/faces are not welded together though. Can you possibly post another image that shows the rendering without any displacment?
3ds Max 2013, Maya 2013
Windows 7 Ultimate 64 Bit
Core i7, 12GB RAM
Nvidia Quadro FX 3700 (Driver 267.17)
|
|
|
|
it’s just two simple cubes stacked on top of each other…
with a displacement map, it makes it look like theres holes in the geometry…
n8skow [FA]
| Attachment
|
|
|
|
|
|
Have you tried sewing those UV edges together?
I’ve done a little with Maya displacement, but not much. I’ll have to look into it when I get home later today. Otherwise perhaps someone else reading this knows what the problem is…
3ds Max 2013, Maya 2013
Windows 7 Ultimate 64 Bit
Core i7, 12GB RAM
Nvidia Quadro FX 3700 (Driver 267.17)
|
|
|
|
you can’t sew all the UV’s of a cube… maybe I’m misunderstanding you?
n8skow [FA]
|
|
|
|
Just the UV’s that are going to be visible…
But does it fix the “gap” problem if they are sewn together?
3ds Max 2013, Maya 2013
Windows 7 Ultimate 64 Bit
Core i7, 12GB RAM
Nvidia Quadro FX 3700 (Driver 267.17)
|
|
|
|
it’s a 6-sided cube…
you can’t sew edges without bad texture warp…
Valen Wagner 15 August 2008 02:06 PM
Just the UV’s that are going to be visible…
But does it fix the “gap” problem if they are sewn together?
n8skow [FA]
|
|
|
|
I’m not around Maya right now. But in 3dsmax there is an option to “split mesh” when displacing that can be turned on or off. I’m sure there is a similar option in Maya. I’d suggest looking around within all the displacement options and looking in the help for something that forces the object to not split apart and show the gaps.
It still is not a perfect solution but it will look better if the displacment is minimal. It is a little exagerated in my image.
3ds Max 2013, Maya 2013
Windows 7 Ultimate 64 Bit
Core i7, 12GB RAM
Nvidia Quadro FX 3700 (Driver 267.17)
| Attachment
|
|
|
|
|
|
Hey Valen, I’d settle for that if I could figure out how to pull it off in Maya…
only seeing 3 settings in the displacement node though:
displacement (amount)
caching (on/off)
node behavior (which has a fly out for normal, blocking, etc.)
n8skow [FA]
|
|
|
|
Select the actual object, then [CTRL + A] to acces its attributes. On one of the objects attribute tabs ( I think the same tab that has the mesh display and tesselation and smooth mesh preview and other controls) has a roll out menu for “Displacement”. There are more options in there…
Also, you’ll probalby find a whole new set of controls if you switch to using Mental Ray instead of the Maya renderer. (I’m assuming you’re currently using the Maya software renderer.)
3ds Max 2013, Maya 2013
Windows 7 Ultimate 64 Bit
Core i7, 12GB RAM
Nvidia Quadro FX 3700 (Driver 267.17)
|
|
|
|
here’s what i see…
I’m also rendering with MR, sorry for not pointing that out earlier…
n8skow [FA]
| Attachment
|
|
|
|
|
|
|
|