ZBrushCentral

uv_seams _issue _displacement maps

hello guys

my question is when ever i create displacement maps in zbrush and send them to maya for rendering as a result i always see my uv seams in the render

is there any solution for me to lose them. i tried smooth uvs in the create displacement tab also i tried uv map borders selection in the uv map tab

thanks

sincerely

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Is this a single map, or multiple maps? Which version of ZBrush are you using? What type of mapping is it?

right now there is only displacement map on this mesh because with normal maps or others like color etc. i dont get problems.

software: zbrush 4r2

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Is there any padding on the maps?

well i dont know the answer to that padding option, i dont know the settings for the padding neither in zbrush nor in maya

but i changed uv border setting from 4 to 16 in zbrush other than that i used smooth uvs in zbrush and thats all.

if so please tell me teach me

sincerely

In multi-map exporter plugin I believe there is a slider for padding.

If that doesn’t work, try this:

  1. Go into Window -> Rendering -> Mental Ray -> Approximation Editor
  2. create a new Subdivision node and assign it to the object
  3. Run addAttr -ln “miExportCCMesh” -at bool mentalraySubdivApprox1; in the MEL script window at the bottom of the screen
  4. In the Subdivision Aprox window there will be a new checkbox called Mi Export CCmesh

make sure you are using regular quotes, if you are not, it will give you a ‘syntax error.’
This switch changes the smoothing method so it won’t crease the edge UV’s. It’s an old trick but it might still work :slight_smile:

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well at this point, is it same thing that uvborder option in the uvmap tab and the map padding are the same ?
by the way i really appreciate all of your help thanks to you zbrush community.

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Looking closer at your UV layout, you may want to give a little more breathing room to some of your islands. UV padding / map border dilates the edges of the map to attempt to make a smoother transition between seams. If they are too close, they may overlap.

And you’re right, the UV Map border option is UV Map subpalate, must have snuck its way in there between versions when I wasn’t looking, haha.

If that doesn’t work you can always try xNormal.

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