Thursday, 16 May 2019

Displacement




These are the final renders, the toadstool doesn't have the texture as in the displacement folder in source images there was no jpg to put as the colour I'm afraid.

Dino:
Have to turn the levels down to 0 before importing the obj to Maya.
by doing pgdown which is fn and the up and down keys on Mac.

This happens when you have extracted the displacement map and so you need to turn the paint layer off.

catclark iterations to smooth. You already know what the final iteration is as it is the highest level the model was in Mudbox.

Set up in render view and added the sub shaders which you can add the file and name them in the hyper shade and look at all the nodes and it's easier to switch between.
The specular needs more roughness and less weight on the head.
Displacement maps are the older maps and are simpler but when you have an object like the toadstool which the geometry disappears you need to use a vector displacement map. so moving on to the...




Toadstool:



Same process pretty much except Maya automatically puts the displacement as not a vector one so in the nodes Hypershade menu you have to delete the SS and the file and then click the checker box for the Vector one and do it that way then rest is the same with the iterations e.t.c.
Both have to be extracted as maps at 4000 x size and have to be set as object and an Open RGBA. 32 bit. When objects are taken from Mudbox into Maya they are ten times the size hence the heigh having to be changed to 10 to get everything.



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