Author Topic: Mudbox to Arnold tips/settings  (Read 161 times)

prof_v

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Mudbox to Arnold tips/settings
« on: May 10, 2017, 07:30:22 PM »
Hello all
When going fro Mudbox to Maya's Arnold, here are a few things to consider.
First, here are the output settings from Mudbox for a standard displacement.
This  example is displacing along the direction of the normal, outputting to a 32 bit floating exr file.
« Last Edit: May 10, 2017, 07:44:12 PM by prof_v »

prof_v

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Re: Mudbox to Arnold tips/settings
« Reply #1 on: May 10, 2017, 07:31:23 PM »
In class we duplicated our object and had this duplicated object at level 0 as the target model.
Export the TARGET MODEL to Maya at the level indicated in this dialogue box (typically level 0).
Don't forget to smooth target and souce models (checkboxes) and set the method to "subdivision" for the best result in most cases.
« Last Edit: May 10, 2017, 07:35:10 PM by prof_v »

prof_v

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Re: Mudbox to Arnold tips/settings
« Reply #2 on: May 10, 2017, 07:36:23 PM »
In Maya, be sure your file-in node, which brings in the exr, is connected to the displacement shader correctly. The "out alpha" should go into the displacement parameter.
*** Be sure in the file-in node to set these two parameters:
Colorspace = Raw
Check "Alpha is Luminance"
« Last Edit: May 10, 2017, 07:38:17 PM by prof_v »

prof_v

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Re: Mudbox to Arnold tips/settings
« Reply #3 on: May 10, 2017, 07:43:23 PM »
As we saw with any kind of displacement, file or procedural, be sure to set up the object to displace. In the object's shape node, set the following:
Under Arnold Tab, Subdivision subtab:
Type = catclark
Iterations = (Match this number to the subdivision level in Mudbox or test for ideal number if displacement texture is not from Mudbox)

Under Arnold Tab, Displacement Attributes subtab:
Height = 1 (leave at 1 for exact match to Mudbox)
Bounds padding = (test for ideal number over 0)

prof_v

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Re: Mudbox to Arnold tips/settings
« Reply #4 on: May 10, 2017, 07:48:02 PM »
So some final tips-

If your displacement isn't showing up at all-
First check your material is assigned
Next check that your file-in node says "Alpha is luminance" and the out-alpha is going into the displacement shader's displacement parameter.

If your displacement seems freakishly high in some places and/or too low in others-
Make sure the file-in node has the Colorspace set to "Raw"

If your displacement has chunks missing-
Make sure displacement bounds (on shape node) is set high enough

If your displacement lacks detail and looks "crunchy"-
Make sure your subdivision levels are high enough (on shape node)
« Last Edit: May 10, 2017, 07:49:41 PM by prof_v »

prof_v

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Re: Mudbox to Arnold tips/settings
« Reply #5 on: May 10, 2017, 07:54:28 PM »
One final post. An example displacement (rather random I know) seen in both Mudbox and Maya with the above settings...