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Displacement Shader MtoA

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Nachricht 1 von 6
Anonymous
561 Aufrufe, 5 Antworten

Displacement Shader MtoA

Hi,

I am trying out displacement (Maya 2018 Arnold 5) and I have a simple test image (32bit Tiff). The results I get from the render look a bit so I guess I am missing something.

The render is attached and the hypershade set up. It is on a plane with a high polycount.

On the support notes it shows Subdivisions with iterations and adaptive metric etc. (image attached) but I can't find this setup in Maya or in Arnold so I am at a bit of a loss.

thank youscreen-shot-2018-02-08-at-101719.pngscreen-shot-2018-02-08-at-101555.pngscreen-shot-2018-02-08-at-101701.png

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  • MtoA
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Nachricht 2 von 6
lee_griggs
als Antwort auf: Anonymous

They are in the Arnold attributes of the mesh.

947-subdivisions.jpg

Be careful when increasing the number of iterations on a high poly mesh as it can generate a lot of polys.

Did you set the file texture to 'RAW'?

Lee Griggs
Arnold rendering specialist
AUTODESK
Nachricht 3 von 6
Anonymous
als Antwort auf: Anonymous

@Lee Griggs

thank you

yes the 32bit tif is set to raw. I still have an issue with this as it shows an odd render on the height (a shaded area that is not there). I set the scale down to 0.05 but not sure how to clean this up and make it sharper as per the example in the docs.

thank you again for the help (liked and rewarded)

displace.jpg

Nachricht 4 von 6
lee_griggs
als Antwort auf: Anonymous

Is the image being displayed 1:1 in the render view?

Can you share the scene?

Lee Griggs
Arnold rendering specialist
AUTODESK
Nachricht 5 von 6
Anonymous
als Antwort auf: Anonymous

displace.zip

thank you for your time. Scene file and tiff attached

very much appreciated

Nachricht 6 von 6
Anonymous
als Antwort auf: Anonymous

@Lee Griggs

Ok I think after reading the docs and fixing stuff I have an answer.

Auto Bump off and catclark as type

thank you again for you help earlier

screen-shot-2018-02-08-at-121308.png

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