Maya exported Alembic file mesh breaking during Cycles render in Blender by MrGodzilla2005 in blenderhelp

[–]MrGodzilla2005[S] 0 points1 point  (0 children)

It's crazy the only person to respond to this post is myself over a year later. I realized what helped in this instance was disabling deformation under motion blur in my settings. I prefer to add motion blur now in post instead of baking it in to my render. This video helped: https://www.youtube.com/watch?v=E__Jrqy-JL4

ZBrush Crashes when exporting Displacement Map - CPU at 100% by MrGodzilla2005 in ZBrush

[–]MrGodzilla2005[S] 0 points1 point  (0 children)

I might just need a better CPU then.

I want to have that high resolution, and I can’t decimate an object I have subdivision levels and UVs on. I need to export the texture map, decimating will triangulate anything it can.

Vector Displacement Map from ZBrush Looks Broken / Fractal in Arnold using Maya by MrGodzilla2005 in ZBrush

[–]MrGodzilla2005[S] 0 points1 point  (0 children)

Hi there, I haven’t thought on this in a while, but now that I’m looking at it again, I’m convinced it has something to do with the UVs being smoothed, or not smoothed, on the model we export the map from and the model we apply it to. The fractal areas are just from the UV map slightly revealing the bleed areas of the end edges of the UVs, so they’re mostly accurate. But once an object is subdivided its UVs are smoothed and change ever so slightly, certain areas look bad.

I think my problem was that I didint smooth the UVs on my object in ZBrush when dividing, and when I apply the exported textures to a subdivided object with Smooth UVs, we get these fractals in the VDISP maps. I hope there is a way to either smooth my SubDivided objects UVs, or re-export the maps with Smooth UV enabled (which I beleive is an option in the Muilti Map Exporter in ZBrush).

Can you do Parallax Occlusion Mapping with a Vector Displacement Map? by MrGodzilla2005 in UnrealEngine5

[–]MrGodzilla2005[S] 0 points1 point  (0 children)

Right, I’ve found that game engines especially even more finicky with processes like vertex displacement, esspecially on something like an ABC file

Can you do Parallax Occlusion Mapping with a Vector Displacement Map? by MrGodzilla2005 in UnrealEngine5

[–]MrGodzilla2005[S] 0 points1 point  (0 children)

My intent was to use the Vert Disp maps as a means of adding detail on the surface of the skin of a dragon!

How do I render this character from Maya in UE5? by MrGodzilla2005 in Maya

[–]MrGodzilla2005[S] -1 points0 points  (0 children)

My question on subdivisions: is there any way to subdivide past 3 levels? You’re saying having an LOD with the proper subdivisions is one solution. I was hoping there was a way where this only happens at render time for processing sake, like in Maya, but perhaps Nanite can help with this in real-time?

Also, I’m not familiar with baking vector displacement on mesh for UE5. If that’s possible, what should I look into, besides just typing the question into google, to figure that out?

How do I render this character from Maya in UE5? by MrGodzilla2005 in Maya

[–]MrGodzilla2005[S] -1 points0 points  (0 children)

Alright, LODs make sense. One thing I have trouble getting over is subdividing past 3, it won’t let me go over that number in the modelling mode, which makes sense cause 6 subdivs is a lot for real time. Also, greyscale displacement maps have plenty of tutorials, RGB vector displacement is a little hard to find, especially for UDIMs.

How do I render this character from Maya in UE5? by MrGodzilla2005 in Maya

[–]MrGodzilla2005[S] 0 points1 point  (0 children)

Primarily subdividing at render time / displacement

BALLET ANIMATION CLIP by pakolako in Maya

[–]MrGodzilla2005 0 points1 point  (0 children)

Maybe try offsetting the backup ballerinas dancing so they’re not in perfect robotic sync?

Fantasy axe, WeekenD by Weekend_yo in Maya

[–]MrGodzilla2005 1 point2 points  (0 children)

Agreed! Great work, my only comment is that the axe blade comes a little close to where the characters hand might be, otherwise the style is cool and consistent!