Smooth Target model is on, Smooth target UV’s is OFF. Select low res mesh that you imported after sculpting, hit add selected.
divide up, and sculpt some shit into it, whatever you like really, but i would recommend packing some good detail in for testing purposes as well as some big silhouette displacement might really test it out.UV’s are straight lines where possible … this may not be a contributing factor in it working, but i have found that in RfM it has some issues when you animate around areas like legs, so avoid seams on high use areas ( instead of seams at the hips, make it above the knees!).Start by changing the Edgebleed to 10 instead of 4 (In Mapper.xml file as per soulburn3ds instructions), i noticed before i changed the edgebleed turning filter type to off didn’t solve my issue, but improved it. I managed to actually successfully displace in RfM!!!īasically i think it was a combination of following the tutorial you did as well as changing the edge bleed in the script AND turning off filter type form Quadratic to Off.īasically this is how this i got this result ( pretty damn close!! ) They deal with exporting a mesh into 3dsmax, not prman, but they explain in more detail a lot of these uv issues…įirst of all thanks so much for the response and your tutorial on the workflow for MB09. If you have linear uvs in mudbox and linear uvs in prman, you shouldn’t get those artifacts.Ĭheck out these two pages for more info.
I know the rib code to do it, but not sure if it’s exposed in the interface. SO you need to figure out the switch that lets you turn off smooth uvs in Renderman for maya. However, now you’re using linear mudbox uvs with smoothed prman uvs, which doesn’t work. So the only way to export a disp map from mudbox for use in prman is to turn that feature off (its off by default). The uv smoothing inside mudbox is incompatible with the uv smoothing in prman. Prman by default smooths it’s uvs on subdivs, not sure about Renderman for maya, but my guess is that it does the same. The artifacts you’re seeing are probably due to the smoothing uvs issue. I’ve done extensive prman testing, so hopefully I’ll be able to help. Samples is Closest to target mesh, search distance is best guess and image size is 4k.Īnyone successfully got mudbox > renderman to work ? It’s fairly new so there’s no like " Zbrush 3.1 > Renderman for Maya guide" or anything yet … or at least not one that i’ve found…Īnyways, any help would be much appreciated. Basic output settings are: smooth target model ticked on low res mesh.
No artifacts on the displacement map itself either ( tried multiple types of disp maps … 16 bit rgba / black and white, 32 bit RGBA / black and white, 32 bit floating point etc… ) with no luck. Here’s a couple of images of where it’s at: Both of which aren’t exactly fixes, as it either jacks up render times, or you have the camera really close, which is no help to anyone. Basically it works when you are up close to the object ( seams go away ), or you jack up the shading rate.
Basically using standard settings to get it to work in Maya ( as you can see the displacement is working fine, just gets the crappy seams ).
Should any given model with UDIM's have a differing UV set on one tile for animation that's discarded when merging back in lighting further down the pipe? I have no idea how to approach this.Still can’t seem to work this issue out … getting some horrid seams in Maya from exported displacement maps. If not, can someone help me out with the suggested workflow for the pipeline - I really don't understand what the ideal workflow is. What should I do here? I can't path Renderman away from a given images folder and it needs the. I can only get this to work again by deleting the. If I try to generate the textures again, I get an error (failed to open IFF file for reading), and Maya crashes sometimes. I'm getting prompted to generate the textures again, and Maya now detects 8 files instead of 4, though the formats are different. As soon as it finishes converting, the preview breaks: Renderman is running in the background, converting the files to tex files in the images folder. Now I reference this rig into an animation file, with auto-generate udim preview on in prefs. Maya detects 4 udim textures and I generate the map. Now I want to pass this to animation, so I assign a simple lambert material, read the first UDIM, set the mode to mari. Here's a quick example - a rig file with UDIMs. I'm having a frustrating workflow issue with generated UDIM textures breaking when other files are added to the images directory.