Hey Guys i did a standard displacent map shader in Maya to set up the 32bit displacement map in Maya but it doesnt seem to accept it, it seems to work for the 16bit one fine though. There is only one guess from what i know in maya that might explain this. I believe a maya Iff file is 8bit only and any file that is normally brought into maya is converted over to iff. i tryed everything to get around this but cant. Has anyone ever had success importing a 32bit or a 16bit image? I cant stand the polarization lines produced from the 8bit maps. I wish WM2 incorporates .map files thats what maya is designed to use for Heightmap files. I believe it keeps it as a 3d texture for use in the material network. Attached is my material network atm if your curious.
Since WM 2.0 will export .obj’s hopefully we’ll just be able to directly bring in a mesh file and skip this displacement stuff!
Actually thats a route i would like to not have to take. Maya has a very extensive features to create displacement scenes very render efficient. Especially with the way you can render your displacement in bsp sectors. You can render things that would suck all your memory and video card capabilities with a high poly obj that would normally take a literately around 10 seconds to render in mental ray. I think its cool Stephen actually learned to do that its cool. But in any situation the heightmap is still currently the most efficient way to go. Iff has 32 bit Capabilities, i hope stephen adds 16+bit export with iff in wm2. I wish i could test it. I test alot of large scale programs in our studio including the adobe cs4 suite. I made some things in WM for projects and cant even use them because of this. Dont know if stephen is reading this but i emailed you before. derek at heavenspot
Hi
Im very interested in this as well. We use renderman and 32bit floating point tifs as a basis for our displacement maps. I notice WM exports raw-fp32 but that seems a differnt image format than tiff32. Is there a way to export as tif32 or convert the raw-fp32 to tiff32
Thanks
Paul
well like i said before Maya no matter what you import converts that image over to a iff format. If it fails at that then it wont work period, thats why most people say if you use maya use iff for both textures and rendering because it does the same thing in a render. It will render out a iff and convert it to whatever you specified in the render settings. Seems like maya has trouble converting them over to a iff. Only solution i can think of is converting the image in some third party program that supports conversion between floating point tiff to 32bit iff files. in the long run we need to petition that remnant incorporates .map exporting for Maya Heightmaps or 32bit iff.