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AUV tiles and Maya texture node filters

Hello

I want to know if there is a method for using AUV tiles in maya, while applying a filter to the texture file.

The issue I am experiencing, is when I apply a filter to the texture file, lets say a tangent space normal map, the texture borders show up in the render.

However with no filter all is good, no texture borders.

Note: not related to ccmesh 2008. The issue is with the way maya filters its texture files, not an issue when filter set to off.

Would like to know if anyone has overcome this issue?

AUV tiles is awesome and fast but totally useless in production if unable to use filters on the texture in maya.

btw: have looked everywhere for an answer to this and no luck.

thanks in advance

Filters such as texture antialiasing or MIP-mapping will create issues with AUVTiles. This is because of how those filters operate. Anything that causes data to be averaged will catch data from outside the UV’s. This creates issues with something like AUVTiles.

A couple things that can help:


  1. When assigning AUVTiles always make sure to have a texture applied to the model that is the size you wish to ultimately export. ZBrush will calculate the mapping based on that texture size, giving the best results. (Mac users have simply to set the texture size in the Tool>UV Map menu before assigning the mapping method.)
  2. You could also try increasing the value of the Tool>Texture>FSBorder and then click Fix Seam before exporting the map. (Mac users, increase the value of the Tool>UV Map>UV Map Border slider.) This overpaints the edges of the UV’s by a greater amount, making them less susceptible to texture filtering issues.

AUVTiles is not a good mapping method for tangent-space normal maps, anyway. This is due to how the math involved with calculating such maps works, which dictates a normal flip whenever a UV seam is crossed. Since AUVTiles has a lot of seams and you can’t control where they appear on the model, it’s not a good mapping method for this particular type of normal map.

:cry: