I’ve continued playing around with RfM and 32-bit Displace Maps…
Can you please tell me if the following things also happen to you?
CASE “A”:
-Mesh is converted using standard Maya Polygon to Subdivision Conversion
-All UVS are Layouted in 0,1 space (NO ADAPTIVE, NO GROUP, JUST A PRETTY PELTED UVLayout)
-4K Displace Map, 32-bit ( DE-LBEK-EAEAEA-D32) and NOT filtered (in the Maya node)
-Standard Blinn Shader with Displace Map applied
-Renderman’s SSS feature activated.
CASE “A” RESULTS:
Everything is just fine but the Whole Mesh has a Huge unique Texture.
SO—>
CASE “B”:
If I need for example more detail on the face. I can generate
two 4K displace maps (one for the face and one for the body).
This is pretty simple to do in ZBRUSH (we need to adjust in Maya the UV layout
on the mesh of course)
So now we have:
-Mesh is converted using standard Maya Polygon to Subdivision Conversion
-Head Uvs are layouted in a 0,1 space (NO ADAPTIVE, NO GROUP, JUST A PRETTY PELTED UVLayout)
-Body Uvs are layouted in a 0,1 space (NO ADAPTIVE, NO GROUP, JUST A PRETTY PELTED UVLayout)
-Two different 4K Displace Maps, 32-bit ( DE-LBEK-EAEAEA-D32) and NOT filtered (in the Maya node)
-A Blinn Shader with the Head Displace Map applied on the Head Faces
-A Blinn Shader with the Body Displace Map applied on the Body Faces
CASE “B” RESULTS
AT THIS TIME I GET WHAT I WANT…BUT…
If I add the SSS Feature on both Blinns Shaders I get an error during rendering.
And the SSS effect is simply ignored.
SO—>
CASE “C” (using the Catmull-Clark Renderman Node)
-Mesh is converted at rendertime using the Renderman’s Catmull-Clark algorithm.
-Head Uvs are layouted in a 0,1 space (NO ADAPTIVE, NO GROUP, JUST A PRETTY PELTED UVLayout)
-Body Uvs are layouted in a 0,1 space (NO ADAPTIVE, NO GROUP, JUST A PRETTY PELTED UVLayout)
-Two different 4K Displace Maps, 32-bit ( DE-LBEK-EAEAEA-D32) and NOT filtered (in the Maya node)
-A Blinn Shader with the Head Displace Map applied on the Head Faces
-A Blinn Shader with the Body Displace Map applied on the Body Faces
CASE “C” RESULTS
Tiles from the displace map are all over as you can read in my post above.
You can see it here: www.aadp.it/public/test.jpg
This is simply unusable.
Briefly:
CASE A: Displacement is OK, SSS is OK, Not Enough Resolution --> One Huge Texture
CASE B: Displacement is OK ,Details are very HIGH (2 DISPLACE MAPS), SSS is ignored
CASE C: Subdivision at Rendertime, Tiles are all over the displaced mesh.
Enigma please Help me 