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.
Maya select every other edge 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.