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Hi x_gunslinger,
We are using StoA as pipeline renderer, and i’m testing MtoA as well.
With StoA you have to add an ‘Arnold User Option’ node, where you can specify the uv smoothing mode (’subdiv_uv_smothing pin_corners’, or whatever you prefere).
In MtoA, you have a hand on it in the Attribute Editor.
If you use a homemade Arnold plugin (like i used to do before), you can edit your ass file. Search for ‘subdiv_uv_smoothing “smooth”’ in it ;).
Now with the Mudbox 2012 default UV smoothing, i’ve noticed that it actually ain’t a true Border Pin, like Arnold would do… Some UV are “pulled in”. So your shell borders are not truly linear................
Since i go the “pin_corners” way, i get seamless results.
The way you unfold your UVs seems to be important as well. I’ve read somewhere that you have to avoid splitting shells on edge loops that contains valence 5 or higher UVs. It works !
Until now i’m happy with this method. I however can’t assure you that it will work for all cases....
Another thing : I try to paint on a level that will match the subdiv iterations at rendering…
Exporting a mesh from maya with the uv smooth set there helps.
But for me exporting a higher level (1 or 2 depending on original topology) from Mudbox (with the 2009 uv smooth mode set) is a better way.
If you subdivide it in Mudbox to match the number of faces of your sculpt model, you’ll get good extraction results for displacement and Vector displacement (keeping your crease data for example).
The problem is that you have to apply your extracted maps to the mesh you’ve exported from Mudbox, in order to obtain 1-1 result.
I need to test if a more detailed base mesh allows to avoid the mesh export from Mudbox.
Then again, the pin_corners mode in Arnold comes like a savior ;)
Hope this helps !
Author: gud
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