why do my displacement maps make my characters look like they got stung by bees? i make them using zbrush and crazybump btw. and im also using mental ray to rendahr. can someone clarify on how to use these effectively. thanks!
Screenshots might help us to see what's going on. If the maps look alright in CrazyBump and zbrush, then a guess might be that you've got your displacement turned up too high in Mental Ray?
Some rendering solutions use grey as a midpoint, some use black as a midpoint. What are you rendering in? Depending on what it is, you might be able to use a math function or output modification to change it.
For example, if your renderer does it in, say, 3DS max, then in the materials editor go to the Output rollout fo the map, enable curves, and simply move the 'black' endpoint to -1 instead of 0.
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Screenshots might help us to see what's going on. If the maps look alright in CrazyBump and zbrush, then a guess might be that you've got your displacement turned up too high in Mental Ray?
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im using 3ds max btw. the displacement just doesnt look correct, as if theres a push modifier applied to it, i turned it to 1 and theres little change, then when i turn it up to 5 it blows up.
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Some rendering solutions use grey as a midpoint, some use black as a midpoint. What are you rendering in? Depending on what it is, you might be able to use a math function or output modification to change it.
For example, if your renderer does it in, say, 3DS max, then in the materials editor go to the Output rollout fo the map, enable curves, and simply move the 'black' endpoint to -1 instead of 0.
Replies
For example, if your renderer does it in, say, 3DS max, then in the materials editor go to the Output rollout fo the map, enable curves, and simply move the 'black' endpoint to -1 instead of 0.
Screenshots might help us to see what's going on. If the maps look alright in CrazyBump and zbrush, then a guess might be that you've got your displacement turned up too high in Mental Ray?
[/ QUOTE ]
im using 3ds max btw. the displacement just doesnt look correct, as if theres a push modifier applied to it, i turned it to 1 and theres little change, then when i turn it up to 5 it blows up.
Some rendering solutions use grey as a midpoint, some use black as a midpoint. What are you rendering in? Depending on what it is, you might be able to use a math function or output modification to change it.
For example, if your renderer does it in, say, 3DS max, then in the materials editor go to the Output rollout fo the map, enable curves, and simply move the 'black' endpoint to -1 instead of 0.
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i'll try that thanks!