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-   -   Question Color Texture Displacement FUN (https://simplymaya.com/forum/showthread.php?t=32000)

Rhetoric Camel 04-03-2009 03:30 AM

Question Color Texture Displacement FUN
 
Alright I dont' know if you saw the Champy WIP I had going on but this is more about it and hoped I'd get a faster response in here than in my thread.

Here's the breakdown of it all
Modeled in maya, poly
Layed out UV's in maya
Exported to Mudbox
Edited in mudbox
Imported back into maya and placed displacements from mudbox into file
Created Blin for the creature for texturing done in photoshop
Colored just quickly over the UVs in photoshop for a test
Imported edited UV's under color in the blin

And here is what I come up with

UV's screenshot with paint over top of it:
http://img7.imageshack.us/img7/7963/...uestion.th.jpg

Scene rendered in mental ray:
http://img5.imageshack.us/img5/1705/...nderkn9.th.jpg

Screen shot of the scene in maya (looks alright in the viewport):
http://img6.imageshack.us/img6/3545/...reensho.th.jpg

Screenshot of hypergraph window and the blinn highlighted just incase this info is needed:
http://img8.imageshack.us/img8/4761/...onhyper.th.jpg

any ideas what the problem could be? Am I painting on the UV's and installing them wrong or something? I've never had an issue like this before, then again I've never used displacement or mudbox before. I'm completely lost at the moment with this issue, hopefully I described it good enough, if not ask and I will answer hopefully we can get this working.


Edit:
I rendered for the fun of it in maya software and since it doesn't render the displacement map the color is solid and not messed up like in the rendered picture in mental ray.
The displacement map is a .exr file because from a video I watched thats the way it read them or something. I couldn't get it to work as a tiff or targa file

Rhetoric Camel 04-03-2009 10:00 PM

One more bit of information since it seems no one has any ideas

http://img217.imageshack.us/img217/6...dapprox.th.jpg

Does it maybe have something to do with these settings? I lowered the Min and Max Subd's From 3 and 5 to 2 and 4 and it seemed to render a bit faster so I kept those settings.

Is there something here I'm missing? I feel like it should not be giving me as much problems as it is giving me.

Edit: Am I supposed to link the Blinn and the displacement map together? I've run out of ideas I've tried just about everything I can think of except linking the two together since I have no idea how to do that.

LauriePriest 04-03-2009 11:30 PM

... your using that texture you posted as your displacement map?

Rhetoric Camel 04-03-2009 11:50 PM

Nope I'm using this as my displacement (which is an .exr which I brought in from mudbox)

http://img89.imageshack.us/img89/352...mentmap.th.jpg

Another thing I did, I colored the entire layer in photoshop over the UV's one color:
http://img230.imageshack.us/img230/2...idcolor.th.jpg
brought it in maya as a test, and it worked fine, no blotching or anything like that, just a solid color, looks good:
http://img222.imageshack.us/img222/4...dcolor2.th.jpg

But when I don't color the WHOLE LAYER (like it looks in my first post up above) it comes out like I posted also in the original post

I'm so baffled at this, and it's getting pretty frustrating. I don't want to do just one solid color like that so obviously this is kind of a pain in the butt...

LauriePriest 05-03-2009 12:50 AM

Do a checker UV test pattern on it, failing that post your scene, disp and color map.

Rhetoric Camel 05-03-2009 12:58 AM

Quote:

Originally posted by LauriePriest
Do a checker UV test pattern on it, failing that post your scene, disp and color map.
Here is the checker UV Test Pattern:
http://img6.imageshack.us/img6/856/checkerd.th.jpg


I have the displacement map shown up above and there is no color map, unless you mean the uv's I painted over in photoshop then applied to the blinn, which that is also posted up above.

gster123 05-03-2009 08:18 AM

Arran had the same problem not too long ago, its due to the smoothing method used by maya if I remember correctly,

Found the link for you

http://forum.simplymaya.com/showthre...threadid=31875

Hope it helps

Steve

LauriePriest 05-03-2009 03:27 PM

ah that old bug, i think they fixed it in 2009 version:

Grabbed this from the release notes for mental ray:

For ccmesh objects with displacement, apply vertex displacement for the estimation of subdivision level to be used. This solves possible shading artifacts for object areas close to the camera plane.


From the looks of your model in viewport displacement aproximation should do the job for this one. Dump the subdiv or make sure it doesnt export as CC.

Rhetoric Camel 06-03-2009 12:59 AM

thanks for the help I will definitely give this a try either tonight or tomorrow afternoon and let you know how it worked out for me. And just because I didn't mention it, I am using 2009 so I'm not expecting this to work but I will give it a shot. Thanks again and I'll reply again later on.

Rhetoric Camel 06-03-2009 01:31 AM

gster: I tried what was used in the link, the little mel script and it did some weird things to my object, but thanks for the help I appreciate it.

LauriePriest: I deleted the subdivision Approx. and did the Displacement Approx. changed it to spatial and changed the Min Subd and Max Subd to 2 and 4 (same settings I used when it was the subd approx) and it worked out fine, render time doubled but for now it's worth it, thank you very much for the help I appreciate it very much.

gster123 12-03-2009 07:52 AM

No probs! Its worth keeping different things in mind when your doing a job.

I think the CC only came in in 2008 to mess everyone up


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