ZBrushCentral

uv seams visible in mental ray maya with vector displacement maps

This seems like a common problem but I have yet to find a solution to my issue.

I am using Maya 2014 with Mental Ray, creating vector Displacement and normal maps in zbrush. Have setup the tangent switch accordingly. made sure I had some buffer around my uv seams when creating the maps.
And I get seams rendering in maya along the uv borders.
I have tried to add the reg entry that some suggest to blend displacement uv edges in mental ray.

The only thing I have found online that seems like it might be it that I haven’t tried is someone posted that in order for VDisplacement to work the uv’s have to be 100 percent parallel. his fix, which I have not tried was to block out the edges of all the uv shells so they line up with each other and relax the centers. this doesn’t seem very practical if true.

Can anyone give me advice on this.
My specific case is a head that I laid out the uv’s using unfold. They are cleanly laid out and the maps that are created do not appear to have any artifacts to the naked eye.
also exporting 32 bit EXR file type.

http://polygonspixelsandpaint.tumblr.com/post/19733351349

here is the post about using parallel uv edges.

head_problem.jpguvs.jpg