ZBrushCentral

seams on uv borders

I had similar problems,
when I get this problem now, the first thing I do is Remove my bump and render in maya with just my displacement. Using MR.

If this fixes, then I know its the bump, usually turning bump down to .2 works.

Cheers

No prob,

I asked about 32bit since I had similar issues on my Rhino project. I used AUV tiles and found that I would get strange spikes on the UV borders in areas of extreme displacement. I dont know why this happened since when I looked in my UV editor the artifact-like edges all appeared outside the UV shell. I know there was an issue with smooth poly in Maya causing some UV distortion and I chalked it up to that.
Recently when I applied a new 32bit float map to the same mesh in the same scene file and the spikes were gone. heh, go figure.

It isnt a fix per se since I have no idea why it worked but worth trying out.
I hope a definitive answer comes from this thread. A lot of good info here already.

Scott

found the solution … the problem is the subdivision aproximation of maya.

if i bake the bump map on the base mesh = no seams

if i smoth the mesh with the polygons>smooth = no seams after aplying bump

BUT if i use the subdivision aproximation in aprox´editor i get seams no mater

what subdivision type i set even if i use parametric with value of 0 there will be seems.

so basically the broblem occurs when i try to use dicplace + bump for details
as for dicplace map i need that subdivision aproximation…

the point of disp + bump is that i never get the detail i want just using dipsp map. I didnt noticed the seam prob before as i was using hand worked uvs from maya and i only noticed the seams when zooming real close at an uv border.

Wow, thats really interesting…
I have heard mummurs on the Highend3D maya list regarding issues the approximation may have with distorting UVs but nothing concrete.
Personally when I use bump maps in maya they come from the bump viewer material, I havent used the displacement in the bump channel before…Im sure there must be a workaround for that. it would be interesting to find.

Thanks for updating.

S

Hey Busil,

Try setting the Filter Type to “OFF” in the texture’s File Attributes section.
I had the exact same problem as you and this fixed it. Now when I render with displacement and bump I get no visible UV edges.
Hope that helps.

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I made a spaceship model in Hexagon. Opened it in Maya, mapped UVs, then exported the obj and the UV’s. I flipped the UVs vertically in Photoshop. Then I opened the ship obj in Zbrush and imported the UVs. I painted in Projection Master and I got the seams problem that everyone on here is talking about.

Strangely enough, I found out that if I opened the model in Zbrush first, then exported the Obj from there, opened the OBJ in Maya, mapped the UVs, exported the UVs and the OBJ, flipped the UVs, then imported the OBJ and UVs back into Zbrush everything works fine. No seams at all! Strangely enough I think it might have something to do with the .mtl file that Zbrush exports with OBJs. I could be wrong, but hey, this fix works! :smiley:

turning off the filter in the texture node (rendering in redshift) worked :smiley: thank you
First image shows clear borders in the cavity map, second is with filter set to none.


image