Arnold Subdivision At Render Time

Arnold Subdivision At Render Time

geoffrey450
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Message 1 of 35

Arnold Subdivision At Render Time

geoffrey450
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Hi guys i have an issue here...I'm trying to apply a high resolution sidewall displacement map to a tire side wall but the issue is im not getting enough subdivision at render time in arnold to show the fine details in the displacement map.This is because my ram cant handle polygons beyond 100 million(i have 32 gigs can handle only 100m)the mesh i'm subdividing at render time is also dense at 97k polygons.The solution i came up with to fix this is that i broke the mesh up to separate parts so that i could apply different subdivision iterations to the different parts increasing significantly where the sidewall texture would be, i then averaged the normals on the vertex on the edge of the model parts to fix the reflection seam where there is a split. This works when the models is not smoothed but breaks when the model is smoothed and the seam reterns. My question is is there a way to keep the model in separate pieces and not have a seam in the model where there is a split when subdivided? Also feature based displacement is not giving me the fine details i want(not sure if its my settings but i increased extra sample rates to ubsured levels but this dint help).The displacement appears faceted currently in my render due to low subdivisions.

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Message 2 of 35

damaggio
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Mentor

From your image, the tire tread is fully modeled, you already have all the detail you need, there's no need for displacement, to use displacement the tire should have been low poly...unless you have a logo on the tire , which can be just as good with a normal map.

You should just keep going with the rest of the car model and yes, the tire should be just one mesh, not separated.

Any seems visible might be related to bad UV mapping.If you need more help you can zip the file in your reply.

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Message 3 of 35

geoffrey450
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Contributor

I have already created a normal and displacement map for the tire...is there no way to get rid of the seam it will make my textures look not in place....

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Message 4 of 35

damaggio
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I have no idea without seeing the file.

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Message 5 of 35

geoffrey450
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where do i attach it?

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Message 6 of 35

damaggio
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At the bottom there's the Attachments section....zip it first.

Message 7 of 35

geoffrey450
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tire model

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Message 8 of 35

geoffrey450
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Contributor

tire

Message 9 of 35

damaggio
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Mentor

The tire looks great, just combine the side walls to form one tire and merge the vertices, then proceed with your shading and texturing, the UVs are good but need to match the same resolution a little better. Use the checker map or the UV layout tool.

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Message 10 of 35

geoffrey450
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I'm aware that the model is ok what i was looking for was a solution to the normals creating a reflection seam

Message 11 of 35

damaggio
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the meshes are separated, that's why you probably see the seem.

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Message 12 of 35

geoffrey450
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Is there a shader trick to hide the reflection seams because of the reasons i otlined above...?

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Message 13 of 35

geoffrey450
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I dont want to merge the meshes

Message 14 of 35

damaggio
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Then go on with look Dev until you make the seem not noticeable.

Message 15 of 35

geoffrey450
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Contributor

Thats the seam right there going to be difficult to hide

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Message 16 of 35

damaggio
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Mentor

try with a real tire shader.

Message 17 of 35

geoffrey450
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Contributor

The seam still appears even with a tire shader

Message 18 of 35

damaggio
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Mentor

okay.., well good luck.

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Message 19 of 35

mihirsbcc
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Collaborator

This process may be some help for you. While the model is selected go to 3D paint tool from the Rendering Menu Set. Then choose clone option and clone the near by area of the sim line and paint it out.

Message 20 of 35

geoffrey450
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Contributor

Even if a seamless texture is applied to the surface the reflection seam will still be there so that doesn't help. the issue is with the normals if there was a way to prevent them from moving on smoothing that would eliminate the seam thats what im searching for...

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