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cg18
06-29-04, 04:25 PM
Hi everybody, before all, sorry for my english:

I recently model a cave Troll from LOTR using Zbrush2, this is my first model using this magnificent software. I textured the model as well using zbrush. Then i exported the model in OBJ format to 3dMax5 like the manual says. I setting the bones and everything for this model. I exported the texture too (succesfully i must say) and put it in my model in 3dmax5.

Now comes my problem, the displacement map won't work. I exported the map like the manual says. Here's what i do:

Export the displacement map Tiff 16b, (since my version of Max can't read 16b grayscale tiff i converted to RGB at 8b Tiff).

Impor the model in Max usin the OBJ plugin importer. Apply a Meshsmoot modifier over the model, apply a Displace modifier using the displacement map generated and... The displacement looks awful, like a ball of spikes.

Please, i know this is a very recursive question but i can't find the answer for my truble. If somebody post the correct steps for put correctly a displacement map in Max 5 using the default scanline render and/or Brazil i'll thank you all my life :D

Ohh, and sorry for not put my Troll, but i'm not in my machine, i'll put it later, promisse.

Björn Albihn
06-29-04, 07:21 PM
Have you checked "use existing map" (Not sure what it's called in max 5. Might be use explict mapping or something)

Björn Albihn
06-29-04, 07:27 PM
Since it's a started topic with the title I'm looking for I'll post my question as well....

I saw Zeddicus successful results using Mental ray and Max 6 and I followed his steps but the results weren't satisfying at all. Has anyone solved the micropoly displacement in mental ray for max 6 and if so could you just share a max 6 file with anything in it?

I want to find out what's causing the banding...

And yes, I know that it works in vray.

cg18
06-29-04, 08:50 PM
Yes, that option are checked already.

Now, here's some images of my CaveTroll inside Zbrush. I want that terrific look inside 3dMax5, and animate it.

http://www2.zbrushcentral.com/uploaded_from_zbc/200406/user_image-1088567248gka.jpg

http://www2.zbrushcentral.com/uploaded_from_zbc/200406/user_image-1088567356hzm.jpg

Aztec...soljA
06-29-04, 10:28 PM
great texture man!

Druid
06-29-04, 10:44 PM
Oh oh, greater texture man :)

Please post here this texture for all ;)

Thanks!

Druid®

Björn Albihn
06-30-04, 04:09 AM
Looks very good. Have you flipped your map vertically? You can do this in photoshop or by going into your map and type -1.0 in V tiling slot (just don't do both)

cg18
06-30-04, 07:15 AM
I do that too, inside Max i change the V value from 1 to -1 but still wont work. Any other advice, anyone? How about someone who has have the same problem.

By the way, thanx for all your replies.

cg18
06-30-04, 07:44 AM
Mmm, i tried to render the head post by Pixolator, it works, no micropoly, but the overall bumpines are there.

http://www2.zbrushcentral.com/uploaded_from_zbc/200406/user_image-1088606541lpj.jpg

I think the only diference between the map provided with the head and my map are the mapping method, the map of the head are GUV and my map are AUV Tiles. How can i change my displacement mapping whitout affect the texture map?

Frenchy Pilou
06-30-04, 08:02 AM
Very cool CaveTroll :cool:
Pilou

cg18
06-30-04, 09:05 AM
Thanx Pilou, still strugle with te Disp Map :)

Björn Albihn
06-30-04, 09:30 AM
Hmm... What happends if you use the disp approx modifier and displacement in the material instead?

Probably it won't make much difference, but at least you can try it...

EDIT: How does the diffuse map look, is it also distorted?

cg18
06-30-04, 10:26 AM
Mmm good idea Albhin, let me try.

Here's a reduced versión of my Disp map, the original is 2048x2048. Using the AUV tiles format for the mapping.

http://www2.zbrushcentral.com/uploaded_from_zbc/200406/user_image-1088616361uiw.jpg

NineOfSwords
06-30-04, 11:29 AM
same problem here...

what i would like to see is a "real world" tutorial on how to do displacement from zbrush to max, or zbrush to maya.

Chaos IIID
06-30-04, 01:23 PM
ive been experimenting with disp maps through Zbrush to Max6 and its successful,

Ill write a tutorial on it and post it on the forum soon :)

cg18
06-30-04, 04:23 PM
Thank you very mucho Mr.Chaos :D

I'll wait for the tut.

Björn Albihn
07-02-04, 12:49 AM
Not tryying to hijack the thread but I would like to know if anyone knows how to really get rid of the banding with mental rays micropoly displacement in Max... or is it impossible?

Would be very nice if a short tutorial could be created for mental ray since it is a renderer that is shipped with max. All of us haven't got vray...

Ctrl-Z
07-02-04, 10:55 AM
But, all of us could have "vray Free". I've seen some very good results posted here using that, but I don't know how it compares in terms of speed and processing requirements.

Björn Albihn
07-03-04, 05:08 PM
I might be very wrong, but vray free doesn't support microtriangle displacement... You have to buy Vray to get that...

cg18
07-04-04, 10:19 AM
Sorry but i don't have Vray, nor the free nor the retail :(

Any ideas yet boys? The MAX scanline it's waiting your tut.

cg18
07-05-04, 09:09 AM
Maybe if i put the model for you to play around you can help me?

massivo
07-05-04, 01:54 PM
I have problems with disp maps in max 6 too. I am testing the pixologic head and dont work.
The steps are exactly the same that cg18 is described:
- inport the head
- apply meshsmooth
- apply disp map (rotating it)

But dont work.
Please help!!!
--Thanks Chaos... :tu: i'm waiting your tut--

Björn Albihn
07-06-04, 04:24 PM
Well. If we're talking about creating iterations with meshsmooth or tesselate and then applying displacement modifiers then the renderer shoulden't change anything since the object is what's changed.

But when it comes to micropoly displacement the renderer uses the material to change the geometry. Here it's important what renderer and what settings used... And I just can't get mental ray to do the displacement whitout banding...

Since micropoly displacement is a lot faster and gives much better results I don't understand why the tutorial in the practical guide uses Vray's displacement when mental ray is included in max 6...

cg18
07-08-04, 08:51 AM
Well, maybe they used MAX 5.

I still stuck :(

Ctrl-Z
01-23-05, 01:48 PM
I just can't get mental ray to do the displacement whitout banding...

...I don't understand why the tutorial in the practical guide uses Vray's displacement when mental ray is included in max 6...Not to rub salt in a very old wound, and I hope you've since resolved all your problems, but it seems to me you answered your own question.

andreseloy
01-23-05, 03:11 PM
I have recopiled some tips or comments in text files from other threads here in the forum:
hope this help

Andreseloy