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baked displacment, banding truble


Sebbe

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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

post-4230-128817450751_thumb.jpg

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