ZBrushCentral

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

The only changes i made to the tiff was to load it in photoshop and flip it and convert it to RGB. I downloaded the tiffloader, I assume i used it, can’t find an interface for it so i’m assuming it’s just a background plugin.

The material is just the default lightwave material, i didn’t change it at all, same with the lighting, default lighting. That’s it, that was all i did. The other settings i allready gave.

Thanks for the information

I use as well the 16 tiff loader, because I use the lynx deformation plugin plus a bump map for the fine details. When using the additional bump without the 16 bit tiff loader the bump is very bad. So I don’t convert to RGB.

Fritz

quote:
I downloaded the tiffloader, I assume i used it, can't find an interface for it so i'm assuming it's just a background plugin.

Image loader don’t have or need interfaces. LW calls all available image loaders until one of them tells LW it could load the image.

Unless some other image loader did load it, it was mine. If the image editor tells you the image depth is 32bit then it should’ve worked. If it says 8 or 24bit some other image loader converted it to 8bit greyscale/RGB.

I have a question about all this. I love the results I am getting but the whole subdivision surface thing can’t be the only way to get this effect. For instance how the hell are they doing this level of displacement… and in real -time!!!

I know you can see the edges of the polys but just look at the detail. Maybe someone out there can write the equivalent of a pixelshader for displacement we might have better luck. Then again I don’t understand how these things work and may be wrong about them using diff. methods.

Any ideas?

More images herep_soldier.jpgp_beast.jpgp_bezerker.jpg

based on the outer edges, it looks to be a wonderful normal map. zbrush can make these for you in addition to displacement maps.

So what is the deal with normal maps? Is there a reason they can’t be used in combination with displacement maps? Seems like you would be able to get spectacular results from a medium res poly model using both methods, since you wouldn’t have to worry about rendering it real time.

Maybe like a displacement map that falls of along the incidence angle so that it doesn’t effect the edges facing the camera since the normal map would handle that…

I don’t know just throwing ideas out.

Maya 5 - Mental Ray

Okay, so I’m getting there…

Maya 5.0, Mental Ray

Sorry, I could not resist :wink:

"So what is the deal with normal maps? Is there a reason they can’t be used in combination with displacement maps? Seems like you would be able to get spectacular results from a medium res poly model using both methods, since you wouldn’t have to worry about rendering it real time.

Maybe like a displacement map that falls of along the incidence angle so that it doesn’t effect the edges facing the camera since the normal map would handle that…

I don’t know just throwing ideas out."

Basically the reason it’s not done is people are too lazy to develop the process :smiley: Innovative people like Weta will try new things like this and get great results but most people won’t and just wait years for things to become mainstreamized for them :frowning:

@Pixolator:

I hope you don’t mind that I took your model and created a little animation - I just wanted to see how the ZBrush Displacement Map would behave while the mesh is deforming - And I’m pretty much satisfied, make yourself a picture:
http://members.chello.at/roobie/ztest00.rar
(It’s just a very, VERY short test!)

Hope you guys don’t mind that I’m throwing my stuff in here, but maybe someone wanted to see an animated face rendered within Maya/Mental Ray with the ZBrush Displacement Maps, although the animation is not really something great… :wink:

Rendered in Cinema4D XL R7.3

Thanks to Trurl and Cornel for their posts. Once I adjusted the levels (contrast) of the displacement map in Photoshop, everything worked very smoothly.

Cheers!

Other way in C4D :wink: :

displacement for xsi if you can help me i try understand but it’s complex :slight_smile: :confused:


Blender using the same method as c4d, subdivision 3, 4 displacement texture channels 1.original, 2. & 3.original split 127up & 127down and 4)a voronoi to cover plato 8bit madness-gimp

Rendered in Carrara 3.
You need the Anything Grooves plugin from Digital Carvers Guild.

  1. Import the base OBJ file. On the import object select Vertex Primitives
    and Create Single Polymesh.
  2. Open the object in the Vertex Modeler.
  3. Select Edit|Select All.
  4. Select Selection|Smooth Edges.
  5. On the Modeling tab in the Selection section, turn on Smooth and turn up
    the Subdivision Level to your CPU and memory limits (I used 4).
  6. Apply Anything Grooves, set the U and V
    samples to 1 (so no new vertices are created). Other settings: Low: -0.5 High 1.25 but these may need to be adjusted to suit your map. If your subdivision is low turn on Smooth Angle to 10 or 20.
  7. When you build the shader for the displacement,the map needs to be flipped vertically and the Levels adjusted in PS or similar (I used Auto-Levels)amd convert to 8-bit then import the displacement map to your shader, turn on Interpolate and set the Filtering on Summed Area Table or Gaussian Filtering.

Hi, I am new to xsi 3.5 from si3d any help would be greatly appreciated. I was reading the comments in this thread

can anyone provide step by step instructions re how to setup the following?

I have imported an obj file and I have a displacement map in tiff form that has not been associated with the model.

Render Tree:
1-convert image texture output to scalar
2-subtract 0,627 from that value
3-multiply by 10
4-plug into shader’s displacement.

Hi all. Well I didn’t really have the time till now to try this out. Rendered with a simple displacement shader and matte surface. The shader was compiled using aqsl. The tiff file was converted using teqser to a tex.

The code was as follows.

Attribute “displacementbound” “sphere” [5]
Surface “matte”
Displacement “displace” “string displace_map” [“D:/DispTestHead_DispTC.tex”] “float Km” [1]

I guess the zbrush numbers are not nessesary here. Just the displacement bound needs to be high enough. This is not really enough, eight or so would have been better. The render was done with aqsis 0.9.2. on my old dual p2 with 512mb ram in about a minute and a half.

If you need any more info feel free to send me a mail.

:slight_smile:
Jojo

web page null

Rendered with mantra in Houdini, with a simple clay texture

workflow:

  1. Load model with a file sop - change upper case OBJ to lowercase obj

  2. Reverse the primitive normals - or you could make the displacement negative

  3. Scale down by 10. This makes the defaults for shadow bias work better.

  4. Flip the image vertically to make it align with uv’s

  5. Modify the default VEX Displacement map to take grey as zero instead of black.

  6. Apply the displacement shader and the clay shader

  7. Set to render as subdivision, to slight improve quality you could set render quality to 2 - slows the render down somewhat though.

  8. Up the displacement bounds to 0.2

  9. Render

another Houdini Mantra rendering:

nearly the same base-settings like sibaz
used a oren-nayar shading with additonal specular…shadow shader for keylight
and some DOF