Carlosan Posted November 21, 2021 Share Posted November 21, 2021 On 11/1/2021 at 2:44 PM, sprayer said: Yes to avoid terraces like this you need 16bit format Your steps - in sculpt room rotate model to look on top - go to render room choose depth pass - turn on fog and adjust a bit to see it in viewport - return to sculpt room, file->export->export depth along Y, choose tiff or exr format, make sure to mark checkbox and save image, tif will be in 16bit, exr in 32bit. Quote Link to comment Share on other sites More sharing options...
Member marsmotion Posted April 29, 2022 Member Share Posted April 29, 2022 why not just export the y information from a top view in the sculpt room? why is the render room step necessary? Quote Link to comment Share on other sites More sharing options...
Carlosan Posted April 30, 2022 Author Share Posted April 30, 2022 Hi On latest versions It is not anymore. Quote Link to comment Share on other sites More sharing options...
Member Andre Posted February 4 Member Share Posted February 4 I realize this is a very old thread.. but to avoid the stair stepping (aliasing) you probably used a 8 bit grey scale for the depth map, no? I believe if you can import a 16bit greyscale bitmap for your depth map, it should produce a much smoother transition. Curious about what ended up happening on your end? Did you just sculpt/smooth all those terrace transitions by hand?? Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.