Hi guys. This isn't related that much to game art, but I've asked in a few different forums and no one answers. I've always got great comments here, so I here I am.
I'm working on this sci fi interior in Maya. I'm using mental ray with Global Illumination and Final Gather. My problem is with the displacement maps. They deform my mesh alright, but that seem to break it apart at the edges. Here's what I mean:
First pic shows with Displacement maps applied.
http://i.imagehost.org/view/0998/1_77
And here's an in-Maya shot of the mesh.
http://i.imagehost.org/view/0647/2_27
See? Whenever I render it creates holes or something right on the edges. It's like it breaks up the faces or something. It is driving me insane. Any help would be greatly appreciated.
cheers.
Replies
what does your displacement map look like?
It just seems weird that its doing this. I tried it in new scene files and everything, so you might be right. Displacement maps seem pretty flawed if there's no workaround for this.
You say I need to make the displacement from a higher poly mesh. What do you mean by that exactly? That the mesh needs to be smoothed?
you could try making where the uv meets that edge 50% grey so it doesnt get shifted...
and i meant making the displacement from highpoly mesh then render to texture..
Okay, so I tried just having a displacement map that was just a fill of 50% grey. Still no improvement.
Just tried having the fill of the displacement pure black and the lines and what I want to displace white. That seems to make it work okay, though I guess I lose some flexibility this way as I can't have things displacing at both a negative and positive value.
Thanks Sampson, you've been a great help. I've got it working well enough for this render.
I'll post a final render when its all done.
I'm still curious about this. So how would I do that exactly? On that side I want some lines going through the mesh via displacement. I wouldn't have to model those lines in would I?
Yep, the same workflow for one of the ways of making normal maps. Still, it should work the same if I draw the displacement map in Photoshop though.