Advanced Member Werner_Z Posted April 19, 2018 Advanced Member Report Share Posted April 19, 2018 I'm having Curvature maps issues with the latest build. Not sure if the mesh has some errors. This is what my map looks like in the texture Editor view. Clearly it has a zero to 100% stuffup from top to bottom in uv space. I'm using defaults when creating the map. Has anyone seen this before. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 19, 2018 Report Share Posted April 19, 2018 Hi You have switched Separate paint objects command to on ? Quote Link to comment Share on other sites More sharing options...
Advanced Member Werner_Z Posted April 19, 2018 Author Advanced Member Report Share Posted April 19, 2018 No, everything is left at default. I baked my hi res details with displacement from sculpt room to retopo mesh. It looks great in the paintroom. AO works fine, but now I want to use curvature map to paint on concave or convex areas, but this happens when I create the curvature map. Quote Link to comment Share on other sites More sharing options...
Advanced Member Werner_Z Posted April 19, 2018 Author Advanced Member Report Share Posted April 19, 2018 Could it be duplicate or overlapping geometry? Quote Link to comment Share on other sites More sharing options...
Advanced Member Werner_Z Posted April 19, 2018 Author Advanced Member Report Share Posted April 19, 2018 Any idea? I need to finish this model soon and I really don't want to move everything over to zbrush again. sight. Quote Link to comment Share on other sites More sharing options...
Advanced Member blackant Master Posted April 19, 2018 Advanced Member Report Share Posted April 19, 2018 would you need a hand ? if you send me your file i can check if the bug comes to me also or not Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted April 19, 2018 Reputable Contributor Report Share Posted April 19, 2018 3 hours ago, Werner_Z said: No, everything is left at default. I baked my hi res details with displacement from sculpt room to retopo mesh. It looks great in the paintroom. AO works fine, but now I want to use curvature map to paint on concave or convex areas, but this happens when I create the curvature map. Could you clear this up... You use the word displacement. You mean you are not baking to the paint room using bake with normal map but one of the other workflows of baking. Which one are you using if this is the case. Quote Link to comment Share on other sites More sharing options...
Advanced Member Werner_Z Posted April 19, 2018 Author Advanced Member Report Share Posted April 19, 2018 no. 2 with Displacement...I need the displacement map. It is a high res model for film. Quote Link to comment Share on other sites More sharing options...
Advanced Member Werner_Z Posted April 19, 2018 Author Advanced Member Report Share Posted April 19, 2018 I worked around the problem, by painting on the hi res model, then bake that to my low res. I would still like to know what caused the problem. Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted April 19, 2018 Reputable Contributor Report Share Posted April 19, 2018 Number 2, requires a high sub-division level when baking to the paint room for it to work correctly. It is also not so good for deeper displacement of the mesh. The tool tip explains. This method would not be best for your film quality displacement. I generally do not used this method as it has several drawbacks. MicroVertex--- Is better for true displacement. Sub-divide the model when baking. FYI. You can still export the low-polygon mesh. There are several parameters in the export panel for displacement maps when exporting. Look at the picture. When baking the millions is what internally 3DC uses to create the displacement map and the display mesh resolution is what you see in the viewport. Your uv seam layout has to be good as displacement is not too forgiving of a bad seam layout, not that yours is. Your painting is a little less quality than per pixel though. A combination approach here is possible, Paint using Per Pixel but use MicroVertex to only create your displacement map. Test to see how it works. You can export a 32 bit exr displacement map as well. Quote Link to comment Share on other sites More sharing options...
Advanced Member Werner_Z Posted April 20, 2018 Author Advanced Member Report Share Posted April 20, 2018 (edited) Thanks digman. I will have a closer look. My displacement map came out fine (actually works really well). I avoid microvertex because of the docs. "Microvertex Baking Bakes using the image and mesh based depth calculation. This method is deprecated in favor of the more advanced Per-Pixel method." The problem I had was with creating a curvature map on the mesh in the paintroom. I will see if it fixes the problem when baking to microvertex. Like I said, it all good now, as I painted my texture maps on the hi res(20mil) mesh, then baked to my lower res(140K mesh). Thanks again for taking the time to help. Edited April 20, 2018 by Werner_Z Quote Link to comment Share on other sites More sharing options...
Reputable Contributor digman Posted April 20, 2018 Reputable Contributor Report Share Posted April 20, 2018 I am finding the baking of curvature maps in both methods, not working as expected... Something the development team will have to look at. Using PPP with displacement, this bug appears, not all the time but enough to make this workflow problematic.The model is facet after baking to the paint room. The model was subdivided to 800,000 polygons when baking to the paint room. Andrew did state for this method to work, you have to sub-divide your model. Of course if your model is already high in polygon count as yours is there is no need to sub-divide. I will ask about the deprecated wording in the manual for Microvertex. This method still is available in the New menu as a valid method. Maybe the wording of that statement is somewhat to strong. Per Pixel for sure gives a higher quality paint because it is pixel based. Quote Link to comment Share on other sites More sharing options...
Member GimbalLock Posted April 21, 2018 Member Report Share Posted April 21, 2018 I had a curvature map on a multi-surface object show up with long lines across one surfave looking a bit like your screenshot. The surface in question had a 8k texture assigned as the only surface on the model, I resized that to 4k and then finally curvature map would calculate properly. No idea why, but maybe related. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted December 1, 2019 Report Share Posted December 1, 2019 Does the new version solve your problem? Accept it "recommended" so that others can benefit from it. Quote Link to comment Share on other sites More sharing options...
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