To be honest I hardly see any issue . But I would check if UV seam edge has split vertex normals. Any geometry using displacement shouldn't have hard edges. i didn't use Arnold much . I used Clarisse FX and it had special checkbox that made sure uv seams got merged with displacement . Maybe Arnold have it too somewhere.…
Hi guys, im new to maya when it comes to rendering with arnold and it's shaders. Where the hell to plug in maps : albedo,normal,displacement,heigh,roughness,spec ,AO, cavity ? is there any short but quality tutorial on that ?
Hi, I'd like to render my baked normal map in Arnold CPU, does anyone know how to get rid of all these seams? Scene file here if you want to take a look https://forums.autodesk.com/t5/maya-shading-lighting-and/arnold-cpu-tangent-space-normal-map-has-seams-on-all-hard-edges/td-p/10840311
hey folks right now I try to render a simple sphere in Arnold with a displacement map, it kinda works, it looks like that: zbrush: Maya: Maya closeup (this is where the error is visible): it looks very weird and i dont know what i did wrong here: i exported the mesh from subdivision-level 2, and the displ.map was generated…
I render my images with nothing in the background so I can put whatever I want afterwards in photoshop. I use depth of field so my model gets blurred. This blue background in the arnold renderview is just a color I choose in the arnold renderview settings. I put the same color in photoshop and this dark outline appears. I…