ZBrushCentral

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

@tworoniak3d: Very nice work :slight_smile:

  1. How long rendering at Sub=10?
  2. In C4D you can different setting Sub for modelwindow and rendering?
  3. Can you make a Photoshop-action to makes the Steps easier ?
    3a. Here some Tutorials for Actions with Photoshop:
    http://www.xkeys.com/resources/action6.php
    or
    http://www.pcquest.com/content/multimedia/103101101.asp

I have the testversion of C4D V8.5
Its heavy nice Program !

But there is a Watermark on rendering :frowning:
I see good result by using Displacement and Relief !

I used the tutorial from the third post in this thread (!best thanks!).
First C4D Post. Its from ā€œCornelā€ !
Link - click here

To Felix_Man:

I have written several posts about how important using normal AND displacement maps together is. Most 3D packages do not realise this. If they supply a normal map plug-in at all, It is usually designed to work only in open-GL renders. But the truth of the matter is that rendering animation is a lot tougher then rendering a single still image.
If you jack up the subdivision level on your model you may get a great STILL IMAGE but your machine will never render an animation in a realistic amount of time.

That is where the normal map comes in; It allows you to lower your Sub-Div level to a realistic number and still show all the details. ( USUALLY APPLIED WITH A 3RD PRTY PLUG-IN )With out BOTH the project will probably never finish rendering in our life time or will just run out of memory and crash.

Hi everybody!

Since i don’t get a single vertex to move through displacement, could someone please advice exactly how to set up the scene and rendering in Maya 6 with the built in mental ray!

thanx in advance!

ā€œIn the near future, I plan to write a ZBrush plugin which will enable you to specify a target application, and ZBrush will export the map(s) in a ready-to-use format.ā€

Any word on when this plugin may be ready?

Rendered with messiah:studio 2.0 (http://www.projectmessiah.com/). Since messiah supports 16 bit greyscale images natively and has an easy to use MinMax node to ā€œcenterā€ the values around zero (with settings of -1.0 for min and 1.0 for max), ZBrush displacements are very easy to import (it even has U/V-flipping buttons so you don’t have to do that externally).
The rendering in 1024x1024 took 4.20 minutes on a P4 3.2 Ghz with 2pass ā€œEnhancedā€ Antialiasing, Subpolydisplacement, MonteCarlo GI and a slight raytraced reflection of the environment.
The only problem are the errors in the displacementmap that are also visible when the file is reimported in ZBrush itself and used for displacement there… messiah is a bit more ā€œunvorgivingā€ in this regard :slight_smile:

Cheers,

Thomas Helzle

Hello…
Here’s a Messiah Studio 2.0 quick test.
6 min render with three soft ray trace shadow spots and maximum antialiasing settings.

Cheers,


Gregg ā€œT.Rexā€ Glezakos
3D Artist

well maybe this thread is dead… but iƤll post my little mental ray for maya 6 render anyways :slight_smile: results look quite nice i think :slight_smile:

heres what i did:
flipped map in ps
converted to rgb
saved to 16bit tif

loaded up the model ni maya and applyed the map
set the alpha gain to 8,34 (ie the zbrush disp. gain * 10)
set the alpha ofset to -4.5. this value was worked out by trying to set the alpha ofset as low as possible starting at -5 in this case and working upwards

disp. aprox set to finest hi qual. preset and the distance setting set to 0.025

subdiv aprox set to spratial min 4 and max 9 subdivisions and distance to 0.50

rendertime at production quality 56 secounds
on a 2700xp athlon w/ 512 drr333 ram

z

Attachments

z.jpg

Finally!!! Dont know if it’s the complete resetup of the system or aL3891’s setup…
but this time the displacemt worked…

additionally i tried to add a bone driven expression to see how the map would look alike… except the lazy skinning inside the mouth, and the fact the head wasn’t modelled for such things in this region i find the result promising…

Max 5.1 and VRay beta 1.45.70

Good Displace Vray Beta!!
What settings??!!

Hi Nekro3D,
Here is a screen capture of the displacement settings. Shift by average has the same affect as the -.25 shift with this displacement map. I also used global illumination and one target direct light.

bisenberger could you post your scene?

I don’t have the same result, I think it a scale issue wth the mesh and the units set up of Max

I test several times with this objet or personnal work and my result in Vray are far from perfect

Hello…
Here’s another test, this time using Lightwave 8.

Cheers,


Gregg ā€œT.Rexā€ Glezkos
3D Artist

And another one with Messiah Studio 2 again, but this time with some more surfacing on and a biger render…

Cheers,


Gregg ā€œT.Rexā€ Glezakos
3D Artist

Hi all I took me like 3 hours to read all the treads but I made it Still I cant get the head model to render right in my 3D MAX6
There was 2 replys with the instructions and I did it although it didnt work here is my screen as you can see I checked ā€œUse exsisting mappingā€ although when I rotate the displacment gizmo I se the changes on the Head. What am I doing wrong how do I set up the UV’s? also when i change the strenght of the displacment it eather inflates or colapses.

Don’t you need to set V Tile to -1? And have you Meshsmoothed or otherwise subdivided the mesh?

With respect to Poser 5, EXACTLY how did you manipulate the TIF file to get it to work properly? Saying ā€œinvertā€ alone is not enough to tell me whether you inverted the alpha channel or the vert/horiz position.

Same question for LW 8.

Thanks!!!

–Scot

Well…
For LW all i did was load the 16bit TIFF in Photoshop, flipped it verticaly and re-saved as 16bit Tiff…
MessiahStudio2 have a ā€œflip Yā€ option for textures…

Cheers,


Gregg ā€œT.Rexā€ Glezakos
3D Artist

Thanks! bisenberger…
Testing Now configs in vray beta, LoL!