I want to know why when exporting 16-bit EXR the following example suffix is added to the file name, g0.514724 but not when exporting 32-bit EXR ?
In this video the author is demostrating to get perfect displacement maps from Mudbox using this suffix that is added to the file name.
Solved! Go to Solution.
Solved by ShiqiangBao. Go to Solution.
Solved by ShiqiangBao. Go to Solution.
That is what I originally thought as well, although with 32-bit EXR I still have problems with Maya getting perfect displacement maps. What is the road one must cross to get this sorted out ? 🙂
I was informed of this equation, can anyone make sense of it, it uses the suffix that is appened to the 16-bit EXR displacement maps, although as mentioned 32-bit EXR don't have this equation, how can I get this value from 32-bit EXR displacements ?
The equation and the origin of the equation is very vague, what I want to know is how it is figured out ?
(if you didn't change the name it will now be something like rings5_ringH1_dotH2_g60.exr) and set its alpha offset to minus half the value appended to the map's name (-1(*60/2)=-30) and the alpha offset to the full value (60)
I created a plane, sculpted on the plane, exported the 32-displacement map, loaded the plane into Maya, applied Geo Approx as well. I didn't touch Alpha Gain or Alpha Offset, this is the results.
We don't need the gain value(the suffix) for 32 bit EXR, as we store real accurate displacement value inside the image file. So in Maya you should use default value for alpha gain(1.0) and offset(0.0)
For bitdepth other than 32, we encode the displacement value like this:
Suppose the displacement value "v_disp" is ranging from -a, to b, and we want to generate an image with values(v_img) ranging from 0.0 to 1.0, with 0.5 as the zero displacement value. We use this equation:
v_disp
v_img = -------------- + 1/2
2*max(a, b)
And we store 2*max(a, b) as the suffix gain value "g"
So to decode it in Maya, we use this equation:
v_disp = (v_img - 1/2) * g = v_img * g - 0.5 * g, which means you should put the suffix gain "g" as alpha gain, and -0.5 * "g" as the alpha offset.
Make sense? It looks your images are no longer avaliable, can you post it again, please?
Can you share me your images and scene files? I can help to take a look.
Thanks,
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