Hey guys,
The issue:
Displacement map's negative floating point values are ignored when using the 'UV Tiling Mode / UDIM's' in Maya.
After some research, it appears that this issue is specifically linked to how VRay handles (or fails to handle) the UV tiling mode when 32bit displacement maps are concerned. It should be noted that using a single displacement UV tile seems to produce correct results:
So, a workaround that I've read about, advises switching to the 'Explicit' tiling mode instead and to load each UV tile separately, like so:
This worked, HOWEVER, only for the very first tile. All other tiles are ignored for some reason even when changing their UV coordinates / disabling the texture's Wrap U/V's and playing around with the Translate Frame.
Finally, after a full day of researching this, I've resorted to using the old method of individually linking each texture tile to a Layer or a +/- Average node to get it to work.
So my question is, is there really no way of using the UV tiling mode with displacements the way it was intended; without having to employ old workarounds? Maybe I've missed something...
Would really appreciate some help.
Thank you.
Replies
Had some trouble figuring out how to input a negative value into the minimum field since I believe Maya 2015+ only accepts color input for the displacement bounds. For anyone having this same issue, I believe a quick fix for this is to change from HSV to RGB, which can then be set to negative values.