Hi,
I have an issue with using displacement maps for creating high polycount meshes for export to an external renderer. (Maya/Arnold)
The problem is that I'm having to create so many iteration levels to try to eliminate what looks like low-res jaggies on the edge of my resulting models/renders, that the baked object meshes are getting MASSIVE.
If it's the source image for displacement map that's the issue, can someone tell me the optimum filetype of method for creating them? I use Adobe Illustrator and Photoshop mainly for creating png files but have tried .tiff files also, generally white on black images...should I be using alpha channels instead? I'm just trying to get straight lines, the source image is straight but on applying it to the mesh the 'wall' tend to develop wavy lines or ridges...I must be doing something wrong surely?
I'm putting embosses on objects, I even learnt ZBrush but then had all sort of problems exporting models to renderer so gave up on that for the moment.
Help me Obiwan, you're my only hope!!
Dan
Replies
If you like to use the data in zbrush just displace the object there.
However it sounds like your problem is that the displacement maps are too small a bit depth. You want a 32 bit depth image. This can be just a regular PSD file.
Have you read the documentation? there's lots of setup tips in there:
https://docs.arnoldrenderer.com/display/A5AFMUG/Displacement
Here's a closeup of the one displaced 'lattice' shape, it's a box with this lattice shape all over it and the model is at 5 iterations on a fairly well sub-divided box mesh already and the .obj file is about 500Mb, I'm guessing it's the triangle tasselations that stretch out at the edge of the white on black image. This result is from a 300dpi png file at 22175px x 22175px.
Ah, right, didn't know it could take in psd, I'll give that a go and read that article too, thanks!
Dan
As I said before it would be simpler to just have a very high poly model.