


– preparing the vector displacement map for use in VRayDisplacementMod – importing the low resolution mesh in 3ds Max – exporting vector displacement maps in Mudbox This workflow explains how to execute the following steps: If you want some more information follow the explanation below.īecause I know that there are a bunch of other designers which are desperately looking for such a workflow I decided to explain it one more time with the purpose that with more sources it would be found easier and shared to all of you. Here is the original post written by alvarezcb with the working max-file. But one day I stumbled across a short but remarkable post which contained a max-file with working settings, since then I am able to us this technique on my own. Websites like spot3d or neilblevins delivered much theoretical knowledge but a practical workflow lacks or my english is too bad. I was researching in the internet, tweaking around with different settings but I’ve never figured out the correct ones. Over a long period of time I’ve been looking for a solution for this problem. It works great for blending photogrammetry assets with the ground thoughĪnd of course I tried to blend the textures first and then give it to the materials and it works! However, it is kinda limiting.Since I’ve learned that this post is quite strong visited I’d really like you to give some feedback concerning its content:ĭid this approach work for you or would you like to have any further information? Or maybe you have some helpful additions? So, the question is, am I right, or I'm missing something? And, what other method for correct blending of terrains comes to mind?

At fist I thought it was a bug, but then I realized it is maybe how it is suppose to work? If I plug the rock as base, I have rocky displacement in the sand materials. If I use the sand for base, I don't have the displacement for the rocks. So I did some experiments and I concluded that the displacement, the bump and maybe the normal maps are still used only from the base, and the coat materials are just. However, the surface were still not rendering quite right. I figured that if you leave the texture field in the VrayDisplacementMod empty, and tell him to use the displacement texture from the material, it works great. So I made a few different versions and I wanted to blend them in max using the vray blend blend material and a noise mask. However, this is just a 4x4 meter tile, and still there are visible repetition on a larger terrain. I've got the new quixel mixer and created some really nice surfaces from their scanned library.

I tried searching in the forum for answers but I didn't find a specific one, so I got to ask.
