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#1 2012-04-18 06:35:06
- wilkolak
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- From: Poland
- Registered: 2011-02-08
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Strange problem with rendering displacement map from Mudbox
Hey,
Maybe it's obvious question for some of you but it's a big problem to me as I still learn the art of rendering and it's my first approach to displacement maps.
Here is very basic image showing the problem. For sure you notice strange patterns on sculpted stroke.
dl.dropbox.com/u/4536220/Displacement%20problem.png
(For some reason I can't post links or images. Please copy paste it to browser.)
My workflow to reproduce this:
1. I've exported xsi man model from Softimage to Mudbox using 'Send to' feauture.
2. In Mudbox I've displaced model to the lvl 3 having 'Smooth Positions', 'Subdivide UVs', 'Smooth UVs' options checked.
3. I've exported 32bit exr displacement map @ 4k having 'Smooth target models', 'Smooth target UVs', 'Smooth source models', 'Use creases & Hard Edges' options checked; using method 'Subdivision'.
4. I've reimported base model from Mudbox to Softimage.
5. tdlmaked displacement.exr.
6. Added red channel of map as displacement source to the shader in render tree.
7. Double checked if model is rendered as subdivision surface and its max displacement ratio.
8. Lowered shading rate to <0.5.
9. Searched web for answers for something like 4 days. Without success. The only thing which I found was setting up SubdivisionRule to Catmull-Clark but I believe it is done already.
Hope somebody will help me.
Cheers,
Oskar
PS I've seen in changelog that you can use renderman shaders/co-shaders inside softimage render tree. How can I do that? I don't see anything about it in docs.
Last edited by wilkolak (2012-04-18 06:40:05)
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#3 2012-04-18 12:44:31
- wilkolak
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- From: Poland
- Registered: 2011-02-08
- Posts: 7
Re: Strange problem with rendering displacement map from Mudbox
Sure!
It's project from Softimage 2012.5, using 3delight for Softimage 3.1.0 I believe. The free one.
http://dl.dropbox.com/u/4536220/displacement_test.7z
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#4 2012-04-20 14:22:27
Re: Strange problem with rendering displacement map from Mudbox
Hello Wilkolak,
We get exact the same render with Mental Ray. I guess there must be something strange with the export :(
Have a look at this comparison, top image is MR, bottom image is 3Delight. 
-- aghiles
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#5 2012-04-20 23:02:46
- CineArtist
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- Registered: 2012-02-13
- Posts: 27
Re: Strange problem with rendering displacement map from Mudbox
I just got this similar thing last night. I think what I did was turned off smoothing on the target object and UVs and it went away. Then some other smaller aritfacts show'd up and I have not sorted that yet. But it is definitely a map issue from mudbox. Key trying your map export with different settings until you get something that works. I was using Subdivision method and not ray casting. But I guess it just takes playing around until something worls.
Another tip is to try different settings in the Geometry Approximation.
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#6 2012-04-21 09:18:37
- wilkolak
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- From: Poland
- Registered: 2011-02-08
- Posts: 7
Re: Strange problem with rendering displacement map from Mudbox
To be honest I've tried most of combination in Mudbox exporter already. Most of them was giving even worse results like visible UV seams and so on. The thing which is strange for me is that when I use this map to 'Sculpt using map' in Mudbox none of this artifacts show up.
Anyway. What's the best method to create maps for 3delight? xNormal, Softimage ultimapper, ZBrush? Is there any known-to-be-working or even better 'officially supported/approved' workflow for Mudbox or any other soft?
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#7 2012-04-21 14:17:53
Re: Strange problem with rendering displacement map from Mudbox
wilkolak wrote:
Anyway. What's the best method to create maps for 3delight? xNormal, Softimage ultimapper, ZBrush? Is there any known-to-be-working or even better 'officially supported/approved' workflow for Mudbox or any other soft?
That's a pixel painting from 3d-Coat, rendered as displacement in 3Delight. 'Cracks' are intentional, of course. I'd believe Mari is pro app, when it comes to rendering in 'real' renderers. 
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#8 2012-04-22 00:25:39
- CineArtist
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- Registered: 2012-02-13
- Posts: 27
Re: Strange problem with rendering displacement map from Mudbox
wilkolak wrote:
To be honest I've tried most of combination in Mudbox exporter already. Most of them was giving even worse results like visible UV seams and so on. The thing which is strange for me is that when I use this map to 'Sculpt using map' in Mudbox none of this artifacts show up.
Anyway. What's the best method to create maps for 3delight? xNormal, Softimage ultimapper, ZBrush? Is there any known-to-be-working or even better 'officially supported/approved' workflow for Mudbox or any other soft?
Looking back at the file I was using for the test, I see that what I had actually done was set the Geometry Approximation to Fine in Softimage and also adjusting the length and sharpness makes a difference. Prior to setting it to fine there were artifacts. (in Mental Ray)
The other thing is the Scale Change Range node which can have a drastic effect on the result. I don't think the smoothing setting did anything in this particular case.
But that said, I can report that I tested my same scene in Mental Ray with Final Gather (a not so nice looking brute force method if set to Exact) and it was showing artifacts still. 3Delight renders the scene about 4x faster even on 2 cores. Unfortunately it deals with the displacement settings completely differently and if GI set to Point Based it shows up artifacts, worse than Mental Ray. And further more the displacement map is completely off.
However the same scene rendered in Vray, looks exactly like the original sculpt, has no artifacts at all and looks far better than 3Delight or Mental ray.
So my conclusion can only be I don't fully understand how to work displacements in Mental Ray or 3Delight well enough to find the source of the artifacts. But that it can be also concluded that the source of the artifacts between Mental Ray and 3Delight are likely the same. So that if you solved it in Mental Ray view it might well render properly in 3Delight - just a guess. But clearly 3Delight treats these displacements completely differently. In my case, horribly.
So I'd be interested in the magic settings as well.
Why is it that rendering from Mudbox in Vray looks perfect? The same displacement settings in Mental Ray look basically the same but with artifacts. The 3Delight render is completely off from the original along with more artifacts and none of the settings seem to make a great difference.
Clearly different render solutions treat things differently. That can be expected. But I just don't get why 3Delight has particular difficulty with the same geometry settings in Softimage compared to Mental ray and Vray.
Is this just a Mudbox thing? Or is this the case with other displacement maps as well?
The places I can get a change are in the Geometry Approximation and the Scalar Change Range node. That along with the subdivision max in 3Delight. But nothing seems to get the good result so far.
I'd have to do more experiments to nail it down. But if anyone has any useable tips it would be handy.
Last edited by CineArtist (2012-04-22 00:30:15)
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#9 2012-04-22 03:53:27
- CineArtist
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- Registered: 2012-02-13
- Posts: 27
Re: Strange problem with rendering displacement map from Mudbox
wilkolak wrote:
2. In Mudbox I've displaced model to the lvl 3 having 'Smooth Positions', 'Subdivide UVs', 'Smooth UVs' options checked.
The only thing which I found was setting up SubdivisionRule to Catmull-Clark but I believe it is done already.
Cheers,
Oskar
2 things I noticed from this. It does not indicate that you worked with any settings in the Geometry Approximation page. And second that 3 levels in Mudbox is not very high to get smooth results I don't think from my experience.
Just a couple of things to add. Not sure what the answer is because it sure looks like 3Delight is having issues with the displacement I have not sorted out just yet.
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#10 2012-04-22 04:00:03
- wilkolak
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- From: Poland
- Registered: 2011-02-08
- Posts: 7
Re: Strange problem with rendering displacement map from Mudbox
I've played a lot with Geometry Approximation page but I believe 3delight overrides most of the settings there according to the docs.
3rd sub-d level is low I agree but I used it just for this simple test scene. My 'real' model which I tried is lvl 5 ~10.000.000 polys. I've just tried to reproduce the issue with as little steps as I could before I write for support. ;)
Will try on Monday exporting model/maps from ZBrush. Will see if this will help anything.
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#11 2012-04-22 05:38:59
- CineArtist
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Re: Strange problem with rendering displacement map from Mudbox
Interesting. Yeah. Actually I found my artifacts in my export from Mudbox when looking at the file. Vray rendered it fine however.
Unfortunately I am afraid I can be no assistance with 3Delight because I don't seem to be able to get it to do anything useful with displacements. If that changes I'll report here. It could well be a Mudbox thing.
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#12 2012-04-22 13:13:40
Re: Strange problem with rendering displacement map from Mudbox
CineArtist wrote:
It does not indicate that you worked with any settings in the Geometry Approximation page. And second that 3 levels in Mudbox is not very high to get smooth results I don't think from my experience.
There is only one setting from GeoApprox PPG, used by 3delight: Max Displace value, and this one is for faster rendering. Should be just a bit more than maximal displacement, you have in Render Tree.
Everything else is performed automatically. 3Delight, as any other RenderMan compliant renderer, does all tessellation all the time.
Next important setting is shading rate, if you want sharper displacement, you have to set a lower shading rate value.
And next one could be Smooth Subdivision Threshold - if you set this to zero (in global render options, or by 3Delight property), that's a always smooth subdivision, also typical for Renderman compliant renderer.
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#13 2012-04-23 04:36:49
- CineArtist
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- Registered: 2012-02-13
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Re: Strange problem with rendering displacement map from Mudbox
That's great. Thanks for the tips.
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#14 2012-04-23 09:58:20
Re: Strange problem with rendering displacement map from Mudbox
Hello,
I am not a Mudbox expert but is there an "overpaint" parameter you can adjust. 3Delight generally uses wider filters for its texture lookups and this could make the texture appear "fragmented" between the different UV islands.
If there is such a parameter, it should be increased.
We are checking on our side if there is something we can do.
-- aghiles
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#15 2012-04-24 09:01:11
Re: Strange problem with rendering displacement map from Mudbox
I'd advise you to avoid the subdivision method when you extract your maps for many reasons ( mainly because vertices are moving into all directions in mudbox ( instead of the direction of the normal vector ), and your maps will give an unprecise result ).
I'm sure your problems are related to the maps you've extracted, I never had any problems with 3delight and displacements ( other than the multi patch UV issue ). I've made this about 2 years ago, notice the lack of seams or artifacts : 
It was sculpted in mudbox, and came out perfectly.
I've tested this a few years ago, imported the high res mesh and compared it to the displaced version ( using the raycast method in mudbox ), and they were nearly pixel perfect when I zoomed in into a level that would have been enough for 4, or even 8K renders.
You can set up the environment variable in mudbox for UV smoothing as well, in case you're using an older version and want to get rid of seams. I believe the problem here is something like this : 3delight ( by default ) generates a perfect subdivision surface before displacing it, and mudbox does not, before it's generating the maps. Also, only raycast method will give accurate result.
I usually make a copy of the low res mesh inside mudbox ( identical to the rendered one ), subdividing it as many times as I can, and choosing its highest level as low res mesh ( to get it as close as possible to the subdiv surface inside 3delight ), making sure that I use the same UV subdivision mode my renderer will use ( in this case turning UVsmoothing on should be enough ), making sure that both of the meshes are smoothed and then I'm choosing the raycast method with closest to surface mode, and a low search distance. turn off the bump preview as well, which is on by default for some reason (eh..)
Let me know if you have further trouble...
Last edited by kissb (2012-04-24 09:02:26)
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#16 2012-04-24 14:30:23
Re: Strange problem with rendering displacement map from Mudbox
wilkolak wrote:
Sure!
It's project from Softimage 2012.5, using 3delight for Softimage 3.1.0 I believe. The free one.
http://dl.dropbox.com/u/4536220/displacement_test.7z
Hello guys,
I am not mudbox expert, but is it alright that this displacement texture projected to a plane has the same artifacts?
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#17 2012-04-30 02:12:17
- CineArtist
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- Registered: 2012-02-13
- Posts: 27
Re: Strange problem with rendering displacement map from Mudbox
Can you post the displacement image map?
@kissb
That is an amazing scuplt. And those are some good tips.
I have the exact opposite experience with ray casting. It seems to give weak results. And looking at your sculpt it does not seem to have a lot of raised detail. With meshes that have a lot of displacement from the surface Subdivision was working much better for me. So I suppose it depends on the intended use. Ray Casting just seemed to have more problems for me where subdivision worked to give a nice and contrasty but smooth map that you need to raise something from the surface.
That has been my experience so far - however limited.
Last edited by CineArtist (2012-04-30 02:12:55)
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