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Displacement UV seams appearing in render

Yerus
polycounter lvl 4
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Yerus polycounter lvl 4
Hi,
I have a displacement map seams problem, as displayed in the image. It happened to practically
every work I have made by generating a displacement map in ZBrush and then applying it to Maya.
The configs I always use are 0.5 mid value, 2048X2048, 7 of bleed.
I attempt to smooth the border out in Photoshop as much as I can. My current map is utterly even and spread out in bleeds.
In Maya my smoothing configs are unchecked to affect UVs, the model gets subdivided when rendered and every other map seems to be working just fine.
Generally, when I smooth the map out in PS, the seams almost desappear, but not in this case.
I suspect it has to do with a “shapeOrigin” thar has been created from my model for whatever reason, can i be right, or it’s none of that matter?
What do you guys imaging to be wrong?

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