
- #Renderman tutorial normal maps maya uv mapped full#
- #Renderman tutorial normal maps maya uv mapped software#
If you see this message come up, check your UV’s with a fine tooth comb and make sure everything is ‘legal’ Even if you manage to survive a crash and paint away, you’ll still need to import good UV’s into mudbox later if you want to extract your map. You can ignore it and paint away, but there’s a pretty good chance mudbox will crash. UV's are crossing tile borders.Īlso you’ll be able to trouble shoot quickly if a message like this comes up in Mudbox Without this new grid set up it’ll make it really difficult to deal texture assignment, just like any other UV map. Having the tiles set gives the user a visual boundary of what’s ‘legal’ and what’s not. No crossing the borders with sloppy maps. Why is this important? Because just like any other UV map, you need to be inside the 0,1 range of each tile. Maya is now set up to visually layout and deal with Mult-TIle UV maps. Now looking at our UV Texture Editor it’ll look exactly the same as figure 3, until we select an object (make a default primative cube and select it.) And we’ll notice that the Default UV map now falls into the first “tile”. It’s visual help only, and doesn’t do anything else to effect mult-tile UV mapping. You can click the ‘tiles’ option if you like, but that doesn’t have any real effect other than darkening the tile borders. Open the UV Texture Editor and in the window under: To make sure you have a clean UV layout that “talks” to mudbox, and for organizational purposes you need to change the UV grid. The default UV window in maya is set for the standard 0,1 single tile (And so it shares the same UV layout as Mudbox) The first thing to do is set up our UV grid in Maya so we can be organized. So how do we maximize our pixel resolution?Īnd the better question, how do we paint a seamless texture/displacement map across these? Figure 3. We have to share the area with all pieces of the Geometry, even those that might go unseen or are further away from camera and don’t require all that resolution space.
#Renderman tutorial normal maps maya uv mapped full#
The MULTI-TILEĮven with a 8 or 4k map we’re really not getting full coverage. Part of this can be attributed to user render settings, but more often than not, it’s also based on the information written out during the extraction process. One of the problems that often arises from extracting displacement maps is what is seen sculpted, is often not what is seen in rendering.
#Renderman tutorial normal maps maya uv mapped software#
With the advent of software packages such as Mudbox and Zbrush, the user can now extract displacement maps from high resolution sculpts. Again, this is extremely taxing on a system and without enough ram and a good video card you might find yourself working very slowly or even crashing. Actual Pixel ResolutionĪs you can also see, the resolution for actual coverage area exponentially drops as we get into more common 2k texture usage.Īnother issue is painting/creating/extracting 8k textures. Probably plenty for most renders, but if you have multiple 8k textures it will start becoming problematic as the 3D program of choice has to load these these into memory, especially if your render engine of choice loads them up front. So looking at the example below, roughly each side of the box has a resolution less than 2438.7k

If we divide each square up in UV space we actually only have 819.2k per square. This tutorial won’t go into memory management and high resolution textures, but basically it’s more efficient to load several smaller textures (2k or 2096 for example than larger textures), for the individual user or small shop not using a robust pipeline, this can be almost essential.Įven in the event that the user is utilizing an 8k texture, it’s not exactly true. Is it seen from a distance? Is it up close and in need of detail?īasically is the texture as low as 512k, or as high as 8192k? In the event you’re using non-procedural textures, you need to determine resolution. Once your UV maps are created, it’s now time to create a shader. Generally when an object it UV mapped, it’s unwrapped into a flat 0,1 UV coordinate space as seen in the UV editor. I.e.there no way to cut the geometry into smaller sections without ruining the tangent of the subD. This technique becomes incredibly useful when dealing with large terrains, or characters which need to have seamless subdivision surface attributes assigned to them The quick answer is maximum texture resolution. Why use a Multi-Tile UV solution over Standard UV mapping? This is a basic overview of UV maps and resolutions, if you’re already familiar with this skip ahead to The Multi-Tile Paint found in Part 2.


Several of the concepts here can be transposed into other 3d software packages that have UV grid control. This tutorial is designed around Maya and Mudbox.
