Yeah, that’s exactly the trap I kept running into as well.High-pass + threshold always ends up being contrast-driven rather than structure-driven. As soon as you start blurring or expanding to reconnect gaps, you’re no longer preserving the original topology — you’re essentially reshaping it. That’s where the “bubbles”…
I remember this great wrap tutorial here for ZB http://www.zbrushcentral.com/showthread.php?178522-Mummy-Wraps-Bandages-Technique-with-SliceCurve-amp-Panel-Loops
while porting Brice's BRDF shader, I made some notes on the differences of each, so when the job needs to be done again, it would mean less work. ///////////////////////////// GUI / Texture Init// CgFx Maya:// -------------float4 LightPos : Position < string UIName = "LightPosition"; string Object = "PointLight"; //string…