Sebbe Posted October 27, 2010 Share Posted October 27, 2010 Hi. Im baking a displacment texture using mantra with the "UV object" parameter added. it bakes just fint but i got heavy banding in the result. i tryed 16 and 32 bit exr and i got the same result so it works just the way it should! im using a super simple shader thats takes teh Y-position of the object in worldspace as output color. i also tryed to pick up the Cd from the object as output color in my shader and i got the same result....heay banding!!! even if i make the objects topology super dens the banding is the same. anybody know how to solve this or had the same problem??? tanx Quote Link to comment Share on other sites More sharing options...
symek Posted October 28, 2010 Share Posted October 28, 2010 I'm guessing your texture map is 8bit gray image and it doesn't have enough steps for fine displacement. You can either convert it into 16bit and blur a little or use blur option in texture() call / TextureVOP itself. Quote Link to comment Share on other sites More sharing options...
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