ZBrushCentral

Rendering ZBrush Displacement-Maps In External Renderers (May 9th: 2nd file added)

having some more fun, this time with instancing.

woo hoo!

C4D roxx!

rendered on a 1ghz PowerBook with 768mb RAM.

I’ll wait to do a GI test on my Dual 2.8 XEON at home.

displace_instancing

Attachments

displace_instancing.jpg

Dual Xeon… :small_orange_diamond: (faint)

gi_animation_18m53s

Attachments

gi_animation_18m53s.jpg

Reactor:
What exactly do you mean by banding? If you get holes in the mesh, then you need to increase the displacement bounds. If you see polygon edges, that are artifacts of the different subdivision schemes.

In any case, you should add a math node that subtracts 0.5 between the displacement map and the displacement channel, otherwise the head gets “inflated”.

another image rendered with AIR.
took 2:49 on an Athlon 1400

@MINg120: seeing your image i guess you’ve subbed 0.5 and resaved the texturemap. that’s why your image looks not right cause you only have pos. displacement cause all the neg. values felt below zero and weren’t saved in your texturemap. at least that’s what bugged me first and made my images look quite identical to yours.

Slow and Flo: Those look great. Are those defaultsurface? I’m just curious because you don’t appear to be having the banding issues around the neck and I’m wondering how you achieved that. The banding didn’t show up until I started rendering with shaders that calculate specular.

Zendoftheworld:Are you also using normalmap_displace.sl?

hi,
i saw examples of 3dsmax using mentalray in this thread. the only thing missing where the settings. so if you are so kind to post your settings for mentalray in 3dsmax i will be very happy.

my own tests showed only an “inflated” head with a rough noisy surface. and the rendertimes where beyond on my dual xeon 3.2 ghz computer.

thanks for any info,
daniel

Max 6 + Mental Ray

  • Displacement map flipped vertically and resaved in Photoshop as 16-bit RGB TIF file, no compression, no color management applied or embedded profile.

  • Map loaded into material editor slot as bitmap, blur 0.01 (doesn’t seem to matter with MR which ignores it, but good habit anyways to prevent banding if you use another renderer such as Vray), RGB offset -0.5 (map will look black, but it’s not really and negative displacement is still there). By the way, if you didn’t flip the map in Photoshop, set V tiling to -1.0 so that it renders properly.

  • Using a second slot in the material editor, I applied a standard material with mental ray displacement shader unlocked (see heading mental ray Connection near bottom) and displacement map instanced as the extrusion map. Object Independant: checked / Displacement Length: 1.0 / Extrusion strength: 12.0 / the rest at default.

  • For render options - View: Checked / Edge Length: 1.0 (higher speeds thing up but lowers render quality, lower setting slows things down but improves render quality) / Max Displace: 15.0 / Max Level: 6 (play around for best speed to render quality ratio)

Note: If you get a log error about your displacement map, make sure it’s a proper 16-bit RGB TIF as stated above. 16-bit greyscale works, but gets converted to RAW and also is more likely to show banding.

The render posted previously in this thread (render time 1:40 at 640x480 / default render settings used except for those that were displacement related / two omni lights using shadow mapping):

Just the last try:

  • Saved displacement map to 8 bit and flipped vertically!
  • Hypernurbs render level 5.
  • Displacement Height 0.7 m
  • Texture Filter with MIP sampling
  • Contrast is set to 95%
  • Default light (no shadow) and MODEL SCALED 4X !! :slight_smile:

Hi Solmor,

Quote: “Zendoftheworld:Are you also using normalmap_displace.sl?”

No - I am using a standard displacement shader.

Regards,
Zendoftheworld…

Been awhile. nice to finally get some time to get to grips with Z2. here are some tests. i found vray to be the most effective at micropoly displacement. only requiring 1 meshsmooth iteration. i found mental actually quicker if using the displce mofifier rather than the mental ray connnection displacement in the Material editor.

these are the settings that produced the best results in terms of time/quality for me from each renderer.

also thank you pixolator/pixologic for another amazing leap forward in all areas of the app. hope to have more time available soon to spend on Z2 and do some wips
:slight_smile: :slight_smile:

max’s scanline renderer is surprisingly quick!

A question for VRay users:
Every time I render, I get those tiny black dots (I think they are small holes). They seem to be visible on the UV seams but why doesn’t anyone else have them. Well this thread is so huge I might have missed it if this has already been answered. Heavy antialiasing hides most of them, but that takes so much longer to render. Any ideas?

are you used 2d or 3d mapping?

the 3d mapping is little bit slower but the mapping more precise.

Here is an image rendered with a more recent version of VRay; 3d displacement method, two raytraced lights and GI:

I had to write a small 3dsmax plugin that will map a texure exactly in the way zbrush appears to do and without any extra filtering (the standard filtering in 3dsmax seems a very bad choice for this particular task).

Here is a link to the original high-res image:

High-res image

Best regards,
Vladozbrush.jpg

Hi Vlado! Just saw your news on the official Vray forums and popped over here to post about it, but it seems your really on the ball already, hehe. Most excellent news and great support as always! Many thanks from me and I’m sure a good many other Vray users! This is exactly why Vray is well worth every penny. :wink:

tjaden: Have you tried lowering the blur setting to 0.01 for the displacement map (in the material editor)? You’ll probably get a slightly better render than the one posted.

another test with 3delight:
image-res.: 500x715
rendertime: 6 secs. (Athlon 1400)

I missed something… What VRay news?!

-=GB=-

Attention SkyCastle!!

could you please elaborate on your settings and shaders used with you 10 sec. prman render?. I’ve managed to make mr in maya render a nice output (with the settings and workflow of scott spencer)…but not as of yet in prman, despite some close calls and quite a few misses…

web page

mental ray render above, settings had to come up sligthly imo, and in difference to scott spencers i had to lower the alpha offset to -8…or the result was slightly bloated?

Cheers

after almost breaking this computer to pieces…