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Howdy,
Trying to render out a model with Maya from Mudbox, and… well, the displacement map seems to be making my diffuse and perhaps my other textures go a little bit crazy. I looked
through several of the videos on how you’re supposed to set this up, so I think I’m doing mostly right (can’t be doing it completely right or it would work I guess).
I was reading through the threads on Disp. map problems, and haven’t been able to find a solution. I tried using the “addAttr -ln miExportCCmesh -at bool mentalraySubdivApprox1”
command, but it made zero impact on this. Just to make sure I was setting the textures up right, I used Ashman’s little script for that, and it came out exactly the same way. As
for displacement settings, I had it set as follows:
Spatial
Min Sub: 0
Max Sub: 5
Length: 0.1
Everything else was default.
Anyway, I’ve included 3 pictures below, one where it’s rendered with displacement in Maya, one without, and the Mudbox final product. Any help would be greatly appreciated.
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Thanks. I’d already actually seen that and tried it, however I must have misspelled it when I wrote it in, as copy pasting the command from that page into MEL fixed it. Gave
this error when rendering out:
// Warning: (Mayatomr.Geometry) : polySurfaceShape1: subdiv surface does not support separate displace approximation, ignored. Tune primary tessellation / approximation for
displacement. //
But it appeared to render out fine despite this. Thanks for your help Ash-man.
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Yes,
This error usually appears when using mental ray approximation editor in conjunction with a displacement map. Pre Maya 2008, the approximation could not handle N-sided polygons,
therefore it it will output this error.
To fix it, go over your model and look for any N-sides and change them to either a Tri or a Quad face. Post Maya 2008 the CCmesh can support N-Sided faces, so you won’t get that
error anymore.
However some users still like to disable the CCmesh and rely on the old method, therefore they might be faced with that error again if using a poly mesh with N-sides.
aSh
http://www.pixelcg.com/blog
http://www.pixelcg.com/tutorials
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