ZBrushCentral

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

Here is a test in Pixie (OpenSource - REYES renderer, based on the Renderman API).

‘Arm’ by Edwin Nortey, ‘Head’ by Pixolator of course.

Oh yeah… 450MHz G4 Cube - rendered in 20 seconds.

PixieTest.jpg

I’ve been heard somebody have problems with C4D R9 and this File.
You must only import the Obj-File and add the displacement Chanal to the Material.
In the displacementchanal load the .tif Displacement textur.
Sub = 4
Strange = 0.7
Rounding

In the objectmanager flip the texturtag vertical.

Then render :wink:

Here is the File to check the settings:
http://www.total3d.de/pub/temp/C4D-Disptest.zip (4,1MB)1.jpg2.jpg

Rendered with Gelato 1.2 R2 on a 2 GHz Athlon XP / GeForce FX 5600 in 14 sec.
DispTestHead

Attachments

DispTestHead.jpg

max 7, MR SSS fast skin mat + displace

3:17 on Athlon (don’t know which) 2.0 GHz

I used the settings posted by Zeddicus on page 6 (on max 6 + MR).

Important things I had to learn to make it work:

Turbosmooth iteration: 1, no additional render iteration (this+MR displacement overstrain max = many hours of headache for stupid me).

A light behind the ear and scale conversion (under advanced options) = 0.1 should show SSS, though it’s still subtle. But it works. I have to play more with SSS parameters…

Blur offset did matter and was at 0.01. At 0, I had banding, which is really apparent if the base mesh is not smoothed.ugly.jpg

hey, since I’m kinda new in maya in all. I was wondering if you could help me on this. I’m kinda dumn on this, but if you could show me a visual step by step on how to do this. The part that I’m stuck on is the displacement channels. Where to put the map to be exact. Do you put it as just a bump map? Or is there another step that I’m missing. thanks. I’m using maya6.

First of all, try this tutorial from “sunit”:
http://archive.zbrushcentral.com/zbc/showthread.php?t=22176

You can open the Approximation Editor as shown in the first image. After making your settungs there (discribed in the tutorial), you push the “output connections” button (marked with red dot) of the ShaderNode to go to the ShadingGroupNode. The InputNode gets your DisplacmentTexture (markedwith yellow dot). You will get a DisplacementNode, too. Don’t delete this.

With you FileNode open, you have to edit the AlphaGain and AlphaOffset. (marked with blue dot) First type in the Value, you got from ZBrush in the AlphaGain field. If you scaled your model in Maya, you have to rise this value too, even if you freezed transformation afterwards. The AlphaOffset is the negative half of AlphaGainValue. Type it in, or use the expression of the tutorial

I’ve scaled my model to 3.1
In the first image i used the values i got from zBrush, and you see it very smooth but is missing details. The second one is made with values multiplied with 3.1 and now the details are good, but at the tip of the thorns, it’s ugly.

This is o.k., with Gain 0.350 / Offset -0.175

This is the original mesh in ZBrush and a NormalMap rendering with Maya SoftwareRenderer. Very fast, and good quality but I’didn’t get any good results mith NormalMaps and MentalRay yet. I tryed different tutorials and shaders, switched and mixed the colors but nothing. :cry:

:small_orange_diamond: Don’t blame me for my grammars, my nativ language is german

Settings.gifLowHigh.jpgMentalGood.jpgMeshNormal.jpg

Bet you thought this thread was dead and gone!
Lightwave 8.3 on XPPro.
Subpatch level of 15 (612k polygons)
Using Lynx’s NormalDisplacement plugin and an 8bit grayscale
conversion of the ZBrush map.
Same map is used in the bump channel at 200%
Lightwave doesn’t support subpixel displacement at this time,
so using the bump mapping helps to beef up the detail.
FPrime 1.5 Render with a generic three light setup. :+1:

Maya 7 & Mental Ray
24 secondsMR_displace_24.jpg

WoodyLWG: Can I get a step by step of your process. I have been trying to render this sample for a week with no results. Also attachment you posted does not work. Thanks for your help.

Woody, the link doesn’t go to a page w/images on it.

MR

Hi
My first little contribution.
6 lights
MRall_M.jpg

Vray displacement, we can see a few black points in the face.

pixidhead

Attachments

pixidhead.jpg

Hi
IlusionDigital, i’m not sure but maybe u didn’t use any antialiasing for the image? that could be the reason for the black spots, if u activate it it will probably fix that… :slight_smile:

Yes, Metamesh. I forget activate the AA mode :confused: :roll_eyes:

Thanks

Here is a version in 3dsmax 7 and Maxwell renderer:

This took about 20 minutes. I don’t have a precise time because I stopped the render around then.

KSGAN hi,
i see that u used maxwell for that image, how is the displacement in maxwell? is it an own mawell displacement or just a displace modifier over meshsmooth? thanks man! :slight_smile:

This is just the displacement modifier in 3dsmax then rendered in Maxwell.

Another vray displacement

pixihead2

Attachments

pixihead2.jpg

I want to bring the low res mesh into ZBRUSH and use this displace ment map

to make a highres , is it posible? how is the workflow? thanks

Welcome samysuns, what you want is possible. Many posts on the forums explain this for the various apps people use outside Zbrush, and simple search will yield many great tips.

In essence, load your mesh into Zbrush, store a morph (unless you are going to radically alter the surface - then you can use cage near the end), model away, using whatever tools, subdivide as needed, model more, then when done, revert back to the original geometry and create displacement or morph or normal or all. This is really glossy of course. :wink: