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mudbox displacement map extraction issues and rendering them in maya
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  • ak0ya
  • Posted: 02 August 2011 02:33 PM
  • Total Posts: 1
  • Joined: 06 April 2010 06:20 PM

Hey all,
I am currently running into some displacement extraction issues along with rendering those maps to give it the look I want. The base mesh was made in Maya 2011. From there I exported out the mesh as an .obj with the UVs. Once in mudbox, I painted my displacements. From there, I did a simple extraction method, creating a 32-bit .exr file for my displacement map. The results are a little funky, where there are some odd patches of black in the displacement map generated. I’ve tried various methods in the map extraction stage with not much better results. I also played with the “color profile” of the file texture node in maya when I was test rendering with this displacement map, switching between “User Default Input Profile” and “Linear” although the results vary slightly, those black patches are very problematic. I’m still fairly novice in mudbox, and sure this issue is user error. I have posted up an image of the UV of the model, the sculpted mesh when in mudbox (how the displacement should be looking), the .exr displacement map extracted out of mudbox 2011, and what the render looks like right off the back with that displacement using a color profile of “linear” in the file texture node in maya. For testing, I brought in the displacement map as a diff color and mapped it onto my model in mudbox. That image is also attached. If anyone could help, I would much appreciate it, as I’m pulling my hair out over this.



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