ZBrushCentral

very weird maya displacement problem

oops.jpg
Hmm Now I’m pretty sure its not supposed to look like this!

I’ve had no problems at all rendering the pixolator head and sword in maya (well after a little bit of gnashing of teeth), but try as I might I can’t get a render of my own to work. I’m trying to render the following work in progress:

http://www.zbrushcentral.com/zbc/showthread.php?t=29138

As I’m having problems only with my own model I assume I’m doing something drastically wrong in creating my displacement map. I’ve been remembering to flip and RGB my maps in photoshop, so I know its not that. I’ve been going to a lower subdivision and importing my low poly model before generating. I’m using GUV tiles the map seems to generate ok.
If anyone wants me to add a link so they can test it and see if they can make sure what I’m doing wrong, that’d help.

This has got me sort of banging my head against a brick wall. it wouldn’t have been so annoying if the pixolator head etc hadn’t rendered like a dream!

Wayne…

Hi,

check your color balance settings in the displacement shader. Try to lower the alpha gain value. It seems that its too much displacement. The alpha offset value should be the negative halfe of the alpha gain value, for example alpha gain 1.0 and alpha offset -0.5.

Play around with those values and i think you will get a better result.

Beanmaster

oops, duplicate post…