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Hi
I finally got a nice displacement map out of Mudbox and then into Maya 8.
I am using a 32 bit map and no errors in maya (because i activating this flouter plugin).
I need to ask i keep having to adjust my Alpha Gain Values and Offset to get my modeling looking sharp and crip like the mudbox model....I thought with a 32bit map i didn’t have to do that???
Also With the Alpha’s....if i do need to add a value to them in maya how do i calculate them in mudbox or in maya (so this way i am not guessing and trying alot useless of numbers).
Thanks
Hunter
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Please post a screen shot of your Maya Mental Ray surface approximation settings for your rendered model. This is most likely the problem. Floating point maps will capture the smallest pixel detail. So this would not likely be the source of lack of crispness.
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What was the resolution of your texture? Perhaps there are not enough pixels to capture the details in your mesh? You may need to create 2 1k maps or a single 2K map.
The Mudbox float maps will capture all details in your mesh as long as there are enough texels in the map. So map resolution is an issue.
Another tip may be to give more texels in UV space to that particular region.
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I would suggest your lowRes heart is a bit to lowRes for Mental Ray to subdivide enough to capture your details in the map using the settings you followed in the tutorial. You can see in my image that I subdivided my lowRes twice more before I rendered in Mental Ray.
Also make sure to extract a 2K map for just the major heart area of your model or else you will not have enough texels to capture the details in your hiRes Mudbox sculpt.
I would also suggest if you are getting into a lot of displacement work you get yourself Renderman for Maya. It is the best in the world with displacment. C.R.I.S.P, fast, motion blur friendly, memory friendly. The way it subdivides is the best for capturing every pimple and crack in your maps. It’s really that good. Thats one of the reasons why we use it in film production work.
I did a test and you can judge for yourself how crisp the results are.
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Iv’e experienced the same problem. Thanks for the help.
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Thanks so mush for the help...i am going to go through these changes and see what happens. I wanted to double check in your test model....you are still getting alittle bit of blotting....is that because of metal ray??? if not what do i do to change that.
Thanks
hunter
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blotting....is that because of metal ray???
Can you show me this “blotting” in the image? Please mark my image and re-post.
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Vein
[url=http://img165.imageshack.us/img165/9049/heartrendertestchangedzd7.th.jpg]http://img165.imageshack.us/img165/9049/heartrendertestchangedzd7.th.jpg[/url]
You can see that the veins look alot sharper in mudbox then in the MR Maya render. Also there is a bit more bulging happening in the middle part where the you added a bump in Mudbox (it looks alot more bluggy in the Maya render). It also looks like in the same area you are losing alot of sharp detail because of this bulging.
Bulg
[url=http://img367.imageshack.us/img367/5069/heartrendertestbulgwd5.th.jpg]http://img367.imageshack.us/img367/5069/heartrendertestbulgwd5.th.jpg[/url]
Could it just be the lighting, angle or something else???
Thanks
Hunter
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hey, dave:
could you post a screen of your displacement settings from within mudbox? (the settings for the actual extraction)
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Hello,
I’m new here but I couldn’t help but notice that you aren’t using view dependant mode.
Your are using Spatial Mode and Fine Approximation Method so if you set view dependant to yes and set the length value to 0.1, i think it means that based on your screen resolution, the longest subdivided triangle edge would be 0.1x the size of the pixel on your render. So 0.1 is actually a very very fine detail setting.
Please try it and see..
Terence
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