Disney’s Ptex technology means that 3D artists should never have to spend endless hours on UV-map our models for painting/texturing. Autodesk Mudbox 2012 and V-Ray 2.0 for Maya has Ptex built in, so we can already start using this amazing technology. One thing is to get ptex textures painted and rendered, but another is to get normal displacement working. I had some troubles with this, and with the help from the Chaosgroup forum’s and their support guy Vasil, I managed to get it working.
Here’s how to do it:
1. Import your model into Mudbox, sculpt it however you want. Once you’re finished, go to Mesh>Ptex Setup and turn your model into a Ptex model.
2. Export your low-level mesh (level 0 or 1, or whichever you want) as an obj or fbx
3. Go to Maps>Export Texture Maps> New Operation and select Displacement Map
4. Set your target model to the level of your low-level mesh (the one you exported)
5. Set your Source model to the highest level of your sculpting
6. Use either ray casting or sub-division
7. Set your output to a 32-bit Ptex file with either Good or High quality
8. Open Maya and import your low-level mesh
9. Apply a V-Ray Material to your mesh
10. Open your Hypershade and add a Ptex node, and connect it to the VRayMtl through the displacement channel.
11. Set your cache size to a reasonable size. This usually depends on the size of your ptex file
12. Select your mesh, then go to your Attributes Editor, select the shape node and turn on Attributes>V-Ray>Displacement Control
13. Choose Normal Displacement, turn on Keep Continuity and change Displacement Bounds to Explicit
14. Click on the black color square (Minimum Value) and set these values in the HSV areas: H=0 S=0 V=-5 . Then click on the white color square (Maximum Value) and set it to this value: H=0 S=0 V=15. These are arbitrary values, so they can be adjusted to your specific value. You could always just set them to -100 (min) and 100 (max).
15. There you go, render and all should be well!
It’s amazing how well Ptex works with V-Ray and Maya. This will shave of hours and hours off your production time!