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High resolution Texture and displacement rendering black lines

18 REPLIES 18
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Message 1 of 19
facebooooo
587 Views, 18 Replies

High resolution Texture and displacement rendering black lines

Hello,

Can You give me an advice?

I have problem with strange black lines rendering on moon surface with 64K displacement map and 16K texture map.

Error lines are marked in the picture, It is cropped picture from original output picture.

Output rendering picture was at 4K HD video resolution.

I seems to me that the most lines are at the top of displacement.

The lower part of displacement has less black lines.

It is visible only on detail rendering, close up.

Whole moon or less resolution rendering doesn't render error lines, I think they are just blurred

And they are only at the top of the moon, I mean at the Pole of the moon.

Can You help me?

Thank You.

moon_error_lines.jpg

 

 

18 REPLIES 18
Message 2 of 19
lee_griggs
in reply to: facebooooo

Can you upload the texture map? 

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 19
facebooooo
in reply to: lee_griggs

Thank You for reply,

Original is TIFF 2GB, 13680x6840, 32/Ch.

It is big file so I dived zipped Original to 5x71MB (Attachment) and create 5 REPLIES, and also convert It to JPG (this picture), file to be only 5MB. All to comply the site limits.

When unzipping file, first remove .zip from the end of all files. Should have 001 - 006 extensions. The file with extension 001 server doesn't accept.

resampled-5MB-_from_tiff_27360x13680x32ch.jpg

 

Message 4 of 19
facebooooo
in reply to: lee_griggs

001

Message 5 of 19
facebooooo
in reply to: lee_griggs

Sorry, server doesn't accept files 002.zip...  If You need original file,  will send a link to download It.

Message 6 of 19
lee_griggs
in reply to: facebooooo

I can't open it. Are the lines not on the map?

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 7 of 19
facebooooo
in reply to: lee_griggs

No there are no line in texture or displacement map.

Message 8 of 19
facebooooo
in reply to: facebooooo

OK, I upload Original to web, here is the link

http://www.amark.sk/texture-2.7z 

It is over 377MB zipped to 7z

Message 9 of 19
facebooooo
in reply to: facebooooo

Sorry there some problem downloading file again, I must correct I

Message 10 of 19
facebooooo
in reply to: facebooooo

Here is another server to download It

http://www.photoportal.sk/texture-2.7z 

Hope this is OK now

Message 11 of 19
facebooooo
in reply to: facebooooo

Link works

Message 12 of 19
lee_griggs
in reply to: facebooooo

It says that it is an insecure download.

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 13 of 19
lee_griggs
in reply to: facebooooo

Does the same issue occur with different image formats? Is the original 8, 16, or 32bit?

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 14 of 19
facebooooo
in reply to: lee_griggs

The site is quite old, there is no SSL certificate but It is secure, It runs with only HTTP protocol not HTTPS, It is mine, just go on to download It.

The TIFF You will download is original use in 3DS Max as Base color an Base level, Standard material, 32bit/channel.

It is downloaded from public NASA.

Message 15 of 19
facebooooo
in reply to: facebooooo

I didn't try other image or in other format

Message 16 of 19
bioclone_ax45
in reply to: facebooooo

This may be a dumb reply, but you are using arnold right? did you taken on count if the Normal map is designed for Dx or for GL?

Message 17 of 19
facebooooo
in reply to: bioclone_ax45

Thank You,

That's OK, I need every advice. I am newbie.

Can You provide me a link to Help or other Support to read more about Normal Map?

DX means DiretX and GL OpenGL?

 

 

Message 18 of 19
bioclone_ax45
in reply to: facebooooo

Yes, the difference being that Open GL maps uses an inverted green channel, so if you are using a normal map designed for Dx you will be forced to invert said channel to get the same result) (on renderers like arnold)

 

you may find an option in the "normal map" texture node to do this, or directly as option in the PBR material nodes If you would be using that one. (*note, using PBR materials you dont need to connect a "normal map" node for normals between, the source goes directly to the normal slot*)

 

I never used the moon textures, but I used the Earth ones also from Nasa and I think normals were Dx based, thats why I wondered about it, I got in the past some trouble with shading of materials until I noticed this, It could be your issue but is hard to tell from the pictures.

Message 19 of 19
wernienst
in reply to: facebooooo

I assume those dark lines are artefacts from the image creation process of the map itself.

For my renderings, I've used files from here.

wernienst_0-1716799498395.png

wernienst_1-1716799642472.png

The displacement map is a 23040x11520 pixel 32bit greyscale image, which I have assigned directly to the displacement map slot of the Arnold Properties modifier. As you can see, there are vertical lines visible. But we are at pixel level here.

So I added Gaussian blur and a little noise to the map and resharpened it. And this is the final result:

wernienst_2-1716800114192.png

 

 

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