Summary

Title:Geometric Patterning Visible while using UDIM's
Category:Workflow
Status:Closed
Posted By:lszumilas ( Lech Szumilas )
Date Created:17 September 2022

Problem

Description:

Hello.  I am finding very strange patterning in hairs while using UDIM's for distribution maps.  I have 5 maps but only one has the white distributioin mask for the hair on the face, the rest are small 24x24 black maps with nothing on them.  Here they are at various stages while I tune the operators but I noticed it right away with hair distribution.  Have you ever seen anything like this?  Here are some specs on my setup:

Maya 2022

Ornatrix v4.0.9.30878

Rendering through V-Ray 6 for Maya

 

Steps to Reproduce:

I am using the same distribution map on these operators:  Guides from Mesh, Hair from Guides and Length in the value multiplier and distribution map fields.  I did not see this in previous hair grooms when we did not use Udim's and had everything on one uv map.  Any help with this is greatly appreciated.  Thank you.

 

Attached Files:
Image 1Image 2Image 3Image 4

Hi,

Recently we did some fixes related to UDIM in Ornatrix. Please try the latest build(I see you are using the beta. Try the latest nightly build for the beta) and let me know how it goes.

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Hello Jordanis!  I have downloaded the latest nightly build and it does fix the problem but only in the renderer.  I can still see it in the viewport.  Were there any complaints that talked about the Maya Viewport not matching the Renderview?  I have made the width of the hair super thick so you can see what it looks like in the viewport with the patterning.  The second image the width is where i need it to be (set to 0.010) so it looks realistic, but in the viewport the hairs are very sparse and hard to see/style.  I have the viewport Count Fraction set to 1.000 and the render count set to 3 Million.  It makes it hard to style the hair in the Maya viewport rather than changing it, rendering and changing it --which makes for a very slow development process.  


Attached Files:
Image 1Image 2

I don't think the patterns in the viewport are the same issue as before. This can happen when the strands are very short or by some viewport display settings. Try enabling Camera-facing hair and normals in the Viewport Hair Display settings of your hair object. 

The hair itself matches the render, as mentioned before it comes down to your viewport display settings and density settings:

  • You are using different hair density values for viewport and render. So in the render it looks more dense. Also any node acting on the final render will show a different result in the render. The whole idea about this mechanism is that you don't have to have 3 million hair strands in the viewport slowing it down. 
  • The hair strands are very thin, so without antialiassing in the viewport it will be difficult to see. 
  • Not using Camera-facing hair and normals. 

The alternative is to increase the viewport hair density in Hair from Guides -> Viewport Count Fraction, add Antialiassing and Ambient Occlusion. 

Jeordanis Figuereo (Product Designer. EPHERE Inc.)

Thank you Jeordanis, this explanation for saving the viewport makes sense and really helps.   I will close this ticket.  have a great day and thank you for your help!