Hey guys, I’m currently trying to figure out why the MME produces red/white values for the displacement map at UV shell borders.
All I did to create this problem is create the shape, add support loops to it, send it to zbrush and subdivide it a bunch of times and then sculpt on it.
This obviously produces very weird results when rendering it in arnold. Note that only the MME has this problem. I’ve tried exporting a displacement map in mudbox, there it works flawlessly. So far I’ve tried every trick in the book to get it working. It definitely isn’t a mesh problem as I have tried it on different meshes, as well as different machines. The problem is only apparent with MME.
This is how it looks once it’s rendered. As if the bevels are inflated.
What am I doing wrong/what am I overseeing?
I’ve followed the steps for exporting the correct displacement map.