Mudbox :: Seam Artifacts With Baking Displacement Maps?

Dec 2, 2011

We're experiencing some artefacts near UV seams on our baked displacement maps. We have a clean, multiple UV-tile model which is subdivided, sculpted etc. Baking uses subdivision method, smooth target mesh and UVs on (we render with prman). Edge bleed is default 2, anti aliasing to x2.

Then test the map out by bringing the target model back in, subdivide up to the corresponding level, and sculpt using maps. The artefacts are not everywhere, just on some UV boundaries in some areas, very strange. The UV boundaries are clean quads, same spacing, good use of UV space. My concern is its in sporadic regions, and not globally over all seams.

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Mudbox :: Baking Displacement Map

May 7, 2012

I modeled a female body and imported from 3DSMAX to mudbox to texture but now i'm having trouble on baking the displacement map in MUDBOX. I'm using tiff 32 bit floating,7 x 7k, with search distance of 4 (i believe it's a relative good number). My source model is step 0(with about 2 million faces) and the other is step 2(with aprox. 6 million faces). I'm using target to closest model, smoothing only the source and wht i get is this: a big black image with one or another gray dot.

I saw several tutorials about wht might be. I changed several times the search distance, and also tried to bake in max. Nothing seems to work. Mudbox keeps leving me with a blck image and max gives me something strange that works a little as a displacement map but it is totaly untileble.The two images attached are from mudbox. One as i get, and in the other i tried messing with levels in photoshop but it didn't work too.

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Mudbox :: Extraordinary Vertices Error When Baking

Jun 27, 2012

I get an error both in Mudbox 2013.sp3 and 2013.sp2 when baking using subdivision method. Its reported ' too many extraordinary vertices found face , need to subdivide the mesh' and the extraction failed.

The model imported fine into Mudbox in the first place, Is there a particular count for extraordinary vertices ?

As far as I know, extraordinary vertices are as follows

Valency 3 : 3 faces connected at a single vertex
Valency 5 : 5 faces connected at a single vertex
Valenecy 5 or higher : lots of faces connected at a single vertex (top of maya sphere)

Most meshs contain valency 3 or 5, and mostly 4, why would mud box have issues with a model like this ?

Should I check for areas where there's lots of density of faces at a single vertex, or check for multiple extraordinary vertices that are close by ? Anything in UV spa

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Photoshop :: Displacement Maps

Sep 20, 2002

effects from a displacement map?

i.e. what should be contained in it for good effects?

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Photoshop :: Displacement Maps

Oct 19, 2003

trouble with displacement mapping. I am trying to cover a very rugged cliff face with the Union jack (british flag). I am trying to get a sort of old faded spray painted on look, following the rock contours.

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Photoshop :: Displacement Maps

Feb 21, 2008

trouble applying a displacement filter to my flattened images. I think i know how to create the displacement map. I right click on any one colour channel; duplicate it; save as a new channel; and save this new b&w image as my disp. map.

But then i go back to the image that i want 'displaced', click on the appropriate layer, go to Filter>Distort>Displace, click OK on the little dialog box and then open the previously created disp. map. Then nothing happens.

i have CS3 Production Premium installed.

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Photoshop :: Displacement Maps Plugins

Nov 9, 2005

What I am looking for is some sort of plugin that takes the tediousness out of it and lets you preview it in realtime.

An ideal plugin would be able to do the following:

-view the source image - image to be displaced.

- View composite image preview(what you see in photoshop when the disp map is applied)

- View Displacement Map preview - hopefully these would be side-by side

I have an image of a face, and an image of text and I want that text to look like it is wrapped onto the face.

Select the face image (ctrl-A) & open the plugin. THis becomes the composite (preview) image

Next to that is the Disp. map. In this case I would check a box that says "use composite as displacement map" It would greyscale the image of the face, and that would be the height/depth disp. map whihc I could then fine tune.

Next to that would be where the image to be displaced is. I open up the image file of the text.

Now I see in the "Composite image" the text wrapped around the face, following the contours of the face. I can adjust the levels of the disp map to create a more dramatic or more subtle effect. WHen I'm finished I click OK.

The "file to be displaced" (in this case, the text image) can also be "same as composite"

If you have ever seen this image where it looks like a photo of a crowd taken from above, but it almost looks liek the height of the people forms Bill Clintons face, this is what this would be used for.

The composite would be the photo of the crowd. The disp map is the photo of clinton's face. SInce the displaced image and the Composite image are the same (via checkbox), you just hit apply after adjusting your disp map. It applies the disp map to the selected original image, and the lights & darks displace the original and give it that look that I just described.

- click to open a source file for the disp. map. - ideally I would be able to open even a color jpg, and it would convert it to greyscale upon opening in the plugin window.

- ability to use the selection (preview composite image) as a displacement map rather than saving & opening it up

- invert the greyscale disp map.

- ability to adjust levels of the alpha/disp map in the preview window in order to darken the darks, etc.

- ability to resize/rescale the dispmap in the preview window. THen in realtime or close to realtime I would see the results in the Source Image preivew window. This way I can shrink or grow the disp map to fit my selection if need be

- Ability to grab the disp map and move it around in order to precisely line it up against the preview image

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Photoshop :: Dual Channel Displacement Maps

Feb 13, 2004

When I use grayscale displacement maps, I save it as a psd. and the apply it via the displace filter.

How do I apply a dual-channel map? Do I save the Red (right to left) and Green (up to down) as separate .psd and then apply them or is there some other way?

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Mudbox :: Different Displacement Map Displayed On The Model?

Oct 12, 2012

I'm sculpting a portrait work and after generating the displacement map, the map itself automatically is displayed in the model. This is actually the second time I'm experienced this.

How can I disable this auto function without having to turn off the layer in the layer tab each and everytime mudbox generates the displacement map.

[URL]

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Mudbox :: Extraction Displacement Map From Hi-res Model

Feb 8, 2011

After extraction displacement map from hi-res model, map has a very low detail, but model is very detailed. What is wrong?

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Mudbox :: Can Fix 2014 Painting Artifacts

Jan 18, 2014

I have painting artifacts in Mudbox 2014 even when using the default models. I tried the environment variable "MUDBOX_PAINT_CONTEXT_FLUSH" as suggested on the Service pack 2 page.

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Softimage :: Export Displacement Maps From ZBrush - Change Range Node

Apr 22, 2012

I'm on a project where I need to export displacement maps / normal maps from zBrush 4.0 to Softimage 2012.

Im using the "Multi Map Exporter" to export the maps out of zBrush.

I know that I have to use the "change range node" between the image and the displacement port of the material and set the displace geometry approx. to "Fine" and play with the settings.

So my questions are:

1. Is there a way to calculate the exact ranges for the "change range node" for the map or is this gueswork?

2. In the geometry approximation what kind of settings are normaly appropriate in terms of mixing rendering speed and highlevel detail (look).

3. I exportet a normal map and pluged it with standart settings to the bump port of the material but the light seems to be inverted. How can I solve this?

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Mudbox :: Artifacts When Increasing Ptex Resolution

Oct 30, 2013

i have an obj with a layer in multiple channel, and when im increasing the ptex setup locally in some area, it seems to create artifacts in the Normalmap Channel. It looks like the mapping is broken only in this channel.

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Maya :: Loading Displacement Map Created In Mudbox 2012?

Apr 22, 2011

I extract a displacement map from Mudbox 2012 that has just a simple sphere. Then in Maya 2012, I create a file node and try to load the displacement map. Maya crash.....

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Mudbox :: Rendering Multi-tile Displacement In Mental Ray

Mar 8, 2012

[URL]

I thought I had this all working. And it did to an extent. When I plug a single displacement map into my standard lambert shader slot in maya, all works fine and dandy. However, as soon as I try to use multiple displacement maps, I am getting the problem that I had in the previous post, which is that the negative values are lost. I sort of understand why this is happening - that is when using a layered shader it uses alpha as luminance, and therefore the values don't go below zero, but I don't know what to do about it!? I have tried a network with set range etc but it just makes a mess. Any straightforward method of using multiple .exr files in a single shader for mental ray in maya?

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Mudbox :: PTEX Vector Displacement Map Used As A Stencil Or Stamp?

Jun 29, 2013

Can a PTEX vector displacement map be used as a stencil or stamp? If not, what's the workflow for going from a PTEX sculpt to a vector displacement texture (e.g. TIFF) that can be used as a stencil / sculpt.
 
The problem I'm experiencing is that I sculpted a plane with PTEX and exported a PTEX vector displacement map, however, when I go to the Image Browser to attempt to use it as a stencil or stamp the PTEX file does not show up. The only files I can see in the browser are TIFF, PNG, etc. If I change the Output Options > Map Type to from PTEX to Texture I get an error: "At least on target model has been set up for PTEX. You must select PTEX format(*.ptx) for maps extracted using this target."

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Mudbox :: Painting With 8K Maps

Aug 14, 2011

All i see is maximum 4k when you creating new paint layer. Can we somehow paint & output 8k maps ... ?

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Mudbox :: Texture Maps Won't Align To New UVW Map

Aug 21, 2012

I encountered one problem with mudbox.I have finished sculpting and texturing my high-res model, but after extracting the texture maps, I realised there are some overlapping issues in my uvw map.

so i modified the uvw map back in 3ds max, exported the model, and import the new uvw map into mudbox. Due to the modification of the uvw map, the texture maps kind of screwed up on the model as they are not aligned to the new uvw map. I figure there might be a way to store the texture map information on the model into some place, then get it to reapply onto the model after i reimport the new uvw map.

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Mudbox :: Extract Normal Maps

Jan 23, 2013

I have a problem when I extract the normal map of mudbox. I see on the result a degraded in the normal, then when i put on 3d max i see a shadow degraded... Maybe i have bad parameters in normal maps extractor. extract the normal map on mudbox where resolve this problems.

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Mudbox :: Linux Version Freezes At 99% When Generate Maps And Shows Tangents Calculating

May 20, 2012

Mudbox 2012 SP3/2013 SP2 Linux version freezes at 99% when generate maps and shows Tangents calculating ...

Not sure about Windows version but Linux versions (2012/2013) on my computer have this issue. The actually maps can be generated even it freezes at 99% and shows Tangents calculating... However, it is very annoying because I have to force Mudbox to quit everytime at this step.I even tested with a simple tube in Maya and brought it into Mudbox for testing. It gave me the same result and froze at 99%.

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3ds Max :: Lighting Maps And Material Maps Intact

Feb 28, 2011

I would like to know if I can import my AutoCAD 3d file into 3DS MAX, with the lighting maps and material maps intact. This is because I am doing my thesis on AutoCAD 2011 but I would like to use 3DS Max to do a walk through video.

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Maya :: Unable To See FG Map Baking On Mac

May 3, 2011

I cant seem to bake or even see my final gather maps on 2012 on Mac. It writing the maps and saving them i just cant see in viewport? or tell what its doing?

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3ds Max :: Baking VertexPaint To Bitmap?

Oct 18, 2012

It is something I have painted using the vertexpaint and need to make it a bitmap.

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3ds Max :: Render Settings For Texture Baking

Sep 15, 2013

Any good  3d party texture baker. They bake hi-res  things forever and neigther can bake complex procedural shaders and  details with transparency properly.  
 
Is there any 3d party render that could be considered for texture baking?   I tried Vray but it's even slower  in baking. Is there anything other to try? I mean something with a speed of Modo texture baking for example?
 
Looking for uick  render settings for texture baking? Mental rey or scanline. Prerhaps I should degerade or avoid something not tailored for texture  baking. What would be a prefered way for indirect illumination or ambient occlusion? Is there a renderer that would respect edited vertex normals on low poly shells while doing baking?

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AutoCAD Inventor :: Seam In A Cylinder

Apr 28, 2012

I have made a sheet metal cylinder with a rip. I am trying to create a seam on this rip as is done in [URL] ....... about half way through.

I have tried to go through the same steps, but I can not select the inside of the rip to built hems and flanges on.  I also tried to make the cylinder by sketching 350 degrees of the cylinder instead of creating a rip, This had the same problem.

Why I can't select these edges or how I can work around it?

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3ds Max :: Baking Physx Of 8400 Objects To Keyframes?

Mar 13, 2011

When i press play on physx toolbar everything is simulating fine, from start to end.Problem is when i want to bake physics simulation to keyframes.

3dsmax freezes and whole process is taking a lot of time, about 8 hours.

Simulation without baking is taking only 20min.

3dsmax file before baking process have 20MB and file after baking have 9GB

Is there other, more efficient way to bake physics dynamics or to simulate physics Maybe using particles with physics? particle toolbox #2 ?

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Photoshop :: Blending Circular Seam On Image

Dec 12, 2013

Wanted to ask what the best method would be to smooth the (outer) seam on the attached image. I added the outer band for a bleed and want to blend the seam (or maybe there is a better way to create a bleed on this).

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Photoshop :: Baking Adjustment Layer To All Layers In Group?

Dec 1, 2011

I have 20+ layers that all need the same levels adjustment, so I put them in a group, and applied a Levels Adjustment Layer to the group.

Is there a way to bake that adjustment in to every individual layer, while retaining them as separate layers?

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3ds Max :: Removing All Unwanted Polygons And Geometry Before Texture Baking

Feb 23, 2014

I'm working to Move Revit architectural files to 3ds Max, there use Vray for ligting and materials, texturebaking everything and moving it into unity. But I’ve run into allot of problems. I manage to get all the stages done, but there is so much “hands on fixing” that it’s not a viable workflow in RL projects.
 
My largest problem is removing all unwanted polygons and geometry before texturebaking. From revit you get a lot of faces that won’t ever be seen, like inside walls, in between there floors ect. For instance if I was doing an interior I would like to be able to quickly remove all unseen polygons and exterior faces that won’t be seen. Otherwise texturebaking is a pain. It will texturebake huge areas that won’t ever be seen making the process long and affecting resolution. Manualy removing all areas that won’t be seen is not an option.

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AutoCAD Inventor :: Seam Displaying In Lofted Feature?

Apr 2, 2012

I've created a simple loft using a sketched circle and a fixed workpoint. The loft feature is a loft to a point, with a tangent condition set at the workpoint.

I'm looking for a nice smooth 'button' like feature. However, as you'll see in the screenshot there is an annoying 'seam' or 'join line' running from a point on the circular base to the workpoint.

The 'seam' does not display when the loft feature is set to "loft to point" condition.

why this is displayed and am I able to get rid of it?

I'm using Inventor Professional 2012 64 bit

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3ds Max :: Render Surface Map / Seam Bleed Stopped Working

Oct 31, 2012

Seam Bleed has stopped working for me with the Rendering > Render Surface Map tools. I haven't had need of it in a few months... so I don't know if this is a result of the last PU I installed (PU5) or some other cause.It isn't working for any bitmap type..

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