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View Full Version : Testing ZSphere+AUVTiles export...Test #3



Pixolator
12-14-02, 08:42 PM
Hi :)
The UVTiles texture mapping method (which was first introduced in v1.5) has several benefits over other traditional mapping methods. The main strength of the UVTiles method is the capability to automatically map a 2D texture to an arbitrarily-shaped 3D mesh without requiring the artist to spend valuable time in manually assigning (or editing) UV coordinates. The UVTiles method divides the texture to equally-sized tiles which are individually assigned to each of the polygons.

http://www2.zbrushcentral.com/zbc_uploads/user_image-1039927307nma.jpg



The next ZBrush version (free upgrade to registered users) will add another UVTiles-mapping mode which retains the benefits of UVTiles with added capability for variable level of texture-details. This mapping method, AUVTiles (Adaptive UVTiles), assigns texture-tiles that are proportional in size to their target polygons.The following image is an example of AUVTiles-vs-UUVTiles (both 3D objects have been rendered with identical texture-size). A slice of the AUVTiles texture map is shown on the left and contains adaptive-size tiles while the UUVTiles slice on the right consists of unified size tiles.

http://www2.zbrushcentral.com/zbc_uploads/user_image-1039942965aux.jpg

More information about AUVTiles will be available when it is finalized,meanwhile, if you are interested in testing the compatibility of the current state of AUVTiles mapping with your other 3D applications, you may download the following files...


Click here to download the OBJ (geometry and UV cords) file. (http://www.zbrushcentral.com/zbc/zb_memberdownload.php?getfile=PixZSphere50o.zip)

Click here to download the texture map. (http://www.zbrushcentral.com/zbc/zb_memberdownload.php?getfile=PixZSphere50b.zip)


Notes:

1. The included mesh and texture are rendered properly in ZBrush even while in preview mode. In some of the other 3D applications (which may be utilizing OpenGL or hardware rendering), the preview mode may not properly map the included texture. In these cases you will need to use higher quality rendering mode (similar to BestRender mode in ZBrush) for best results .

2. 3D/2D coordinates systems are not consistent across all 3D applications and you may need to adjust the mesh or texture for proper rendering (adjustments may include... Flipping one or more of the mesh axis, flipping the normals, and/or flipping the texture horizontally or vertically.

3. The UVTiles has been updated to offer better compatibility with the tested applications but some applications may require a different filter to be used for optimum result. if the above mesh is not rendered properly in your other 3D applications please email your test results to matthew@pixologic.com .

4. Texture antialiasing: Texture artifacts may be caused by the antialiasing mode (such as MipMapping) that is seleceted in the tested application . If you detect such artifacts, try a different antialiasing (sampling) mode (or reduce the antialiasing radius).


If you have successfully tested this mesh+texture in your other 3D application/s and have gotten results similar to the ZBrush-rendered images (above), please post your result and the required steps for proper rendering of the mesh, this information will become valuable to other members who are using these applications. (furthermore, these steps can later be ZScripted to allow for a customized one-click export-button that will execute these steps before exporting the mesh from ZBrush. )


If you have tried the above mesh but did not get the expected results, please email your your test results (with any other relevant information) to matthew@pixologic.com

Thanks,
-Pixolator

Pat
12-15-02, 01:13 AM
Incredible :)

That looks amazing!

Pat

TVeyes
12-15-02, 01:31 AM
Tested in Lightwave 7.5:

Object needs to be rotated 180 degrees (as before) but there is no longer any need to flip the polys. OpenGL preview is good if OpenGL texture size is set to 1024x1024, at 256x256 there is lots of weird stuff going on. Rendering works a charm both with or without pixel blending/texture antialiasing.
Also tried with and without subdivision, no problems.

This looks like a mapping technique with great potential. Though there is still a slight jaggedness on the shoulder fins and it remains to be seen how the texture on the face will look if painted on. Theres lots of polys there compared to other parts of the model.

http://www2.zbrushcentral.com/zbc_uploads/user_image-1039944073thc.jpg

dognose
12-15-02, 07:37 AM
trueSpace6: Had to boost the resolution of real-time display settings here as well. Had some white lines when below 1024x1024. I didn't have to flip normals this time, but do notice that the texture is flipped here and in your posted example (as compared to previous versions) so didn't flip it in tS. I still have to subdivide to remove black speck artifacts on the "ears" and torso in renders, not completely successful, but the alignment of the texture is better. http://www2.zbrushcentral.com/zbc_uploads/user_image-1039966593mee.jpg Mike

Antimorph
12-15-02, 09:48 AM
WOWOWOW!! :)

Ooo Ooo, just imagine if you could mask those regions of the mesh with explicit texture boundaries, or those bits that needed closeup detail, and then apply a weighting for high (or indeed low)polysize/texturesize... The AUV would handle everything not explicitly modified. That way you might instruct parts with nasty texture transitions or where the geometry might change to provide a little more 'slack'.

ROCK!!!

Oooo or an adaptive UV coordinate feature so that the UV can compensate for non rectangular pairs of tris.

And can we have the moon on a stick as well

and a hippopotamus!!

*grin*

Pixolator
12-15-02, 12:23 PM
Hi :)
The UVTiles texture mapping method (which was first introduced in v1.5) has several benefits over other traditional mapping methods. The main strength of the UVTiles method is the capability to automatically map a 2D texture to an arbitrarily-shaped 3D mesh without requiring the artist to spend valuable time in manually assigning (or editing) UV coordinates. The UVTiles method divides the texture to equally-sized tiles which are individually assigned to each of the polygons.

http://www2.zbrushcentral.com/zbc_uploads/user_image-1039927307nma.jpg



The next ZBrush version (free upgrade to registered users) will add another UVTiles-mapping mode which retains the benefits of UVTiles with added capability for variable level of texture-details. This mapping method, AUVTiles (Adaptive UVTiles), assigns texture-tiles that are proportional in size to their target polygons.The following image is an example of AUVTiles-vs-UUVTiles (both 3D objects have been rendered with identical texture-size). A slice of the AUVTiles texture map is shown on the left and contains adaptive-size tiles while the UUVTiles slice on the right consists of unified size tiles.

http://www2.zbrushcentral.com/zbc_uploads/user_image-1039942965aux.jpg

More information about AUVTiles will be available when it is finalized,meanwhile, if you are interested in testing the compatibility of the current state of AUVTiles mapping with your other 3D applications, you may download the following files...


Click here to download the OBJ (geometry and UV cords) file. (http://www2.zbrushcentral.com/zbc_links/PixZSphere50o.zip)

Click here to download the texture map. (http://www2.zbrushcentral.com/zbc_links/PixZSphere50b.zip)


Notes:

1. The included mesh and texture are rendered properly in ZBrush even while in preview mode. In some of the other 3D applications (which may be utilizing OpenGL or hardware rendering), the preview mode may not properly map the included texture. In these cases you will need to use higher quality rendering mode (similar to BestRender mode in ZBrush) for best results .

2. 3D/2D coordinates systems are not consistent across all 3D applications and you may need to adjust the mesh or texture for proper rendering (adjustments may include... Flipping one or more of the mesh axis, flipping the normals, and/or flipping the texture horizontally or vertically.

3. The UVTiles has been updated to offer better compatibility with the tested applications but some applications may require a different filter to be used for optimum result. if the above mesh is not rendered properly in your other 3D applications please email your test results to matthew@pixologic.com .

4. Texture antialiasing: Texture artifacts may be caused by the antialiasing mode (such as MipMapping) that is seleceted in the tested application . If you detect such artifacts, try a different antialiasing (sampling) mode (or reduce the antialiasing radius).


If you have successfully tested this mesh+texture in your other 3D application/s and have gotten results similar to the ZBrush-rendered images (above), please post your result and the required steps for proper rendering of the mesh, this information will become valuable to other members who are using these applications. (furthermore, these steps can later be ZScripted to allow for a customized one-click export-button that will execute these steps before exporting the mesh from ZBrush. )


If you have tried the above mesh but did not get the expected results, please email your your test results (with any other relevant information) to matthew@pixologic.com

Thanks,
-Pixolator

Antimorph
12-15-02, 04:40 PM
I have been entertaining myself trying to understand the situation underneath the right arm, its been a little bit like nailing a jelly to the ceiling.

Indeed.. I've become so confused Its a wonder that I know where I live or what my name is :)

http://www2.zbrushcentral.com/zbc_uploads/user_image-1040082523yvd.jpg

I was wondering whether it might be done by increasing the texture resolution of the tile in question and then applying some kind of deformation to the texture in order that my dumb uv's pull the 'pixels' into the cleaner pattern. I got myself rather confused after that. :)

Nikko
12-15-02, 09:48 PM
I get some funny stuff on the Open GL display, too, with 3DS Max, and the map works almost perfectly, except for some wierd stuff on the squares just in from the shoulders.
http://www2.zbrushcentral.com/zbc_uploads/user_image-1040017697qrm.jpg

diana
12-15-02, 09:56 PM
I get the same shoulder left pointing bumps as Nikko/Danny shows in the left image in Deep Exploration 2.0 Opengl render of the model and texture.

Nikko
12-15-02, 09:59 PM
But Cinema doesn't have the same problem as Max...Except for the OpenGL thing.
http://www2.zbrushcentral.com/zbc_uploads/user_image-1040018373jsi.jpg

Mahlikus The Black
12-16-02, 12:57 PM
C4D - Simulated HDRI Environment
(Forest evening/sunset).

Import and prep is still the same as
previous posts have stated save this
time I turned off the image anti-aliasing
(MIP by default) in the color channel
of the figure's material. Other than
that, all is the same.

http://www2.zbrushcentral.com/zbc_uploads/user_image-1040072596qkb.jpg

sirquadalot
12-16-02, 02:04 PM
Tests done in Poser4. The object imported fine. No need to flip normals or texture. Some openGL artifacts similar to other posts

http://www2.zbrushcentral.com/zbc_uploads/user_image-1040076230kue.jpg

Looking good guys! :tu:

Cedar
12-16-02, 10:01 PM
Here is a render done with Carrara 2.1

http://www2.zbrushcentral.com/zbc_uploads/user_image-1040104621xdk.jpg

There appear to be minor seams in the image but they disappear when you get closer (Lower legs). The model imported fine and I didn't do anything with the texture.

Here is a render done with Bryce 5.

http://www2.zbrushcentral.com/zbc_uploads/user_image-1040104693kxt.jpg

This has the same thing happen, apparent seams that disappear when you move closer (Inner thigh). The model and texture imported fine without need of tweaking.

It's probably reflections off of facets or an antialiasing problem. Both programs used to be made by the same company.

Mahlikus The Black
12-16-02, 10:27 PM
I had the same result until I turned off image sampling... that is where your issue lies. The progs are somehow aliasng the texture. :)

loiosh
12-17-02, 04:02 AM
I tried importing into Bryce 5 and was told that I was missing the .mtl file. Any Idea what I'm doing wrong? :confused:

Mahlikus The Black
12-17-02, 06:43 AM
The MTL file is the material file for the object you import. Bryce examines the Directory you loaded the OBJ file from and looks for the same file name but with the MTL extension. I believe you can bypass it (not too sure) but if not, all you have to do is Go into ZBrush and export a quick sphere to OBJ format. This will generate an OBJ and MTL file. Then take the mtl file it generates and place it with the Pix's GirlBot (the poly OBJ we are testing). Rename the MTL file with the same name as the object with the missing MTL file (dont change the extension). Now try it again. It should work, no worries. Thats all.
:D

And just so you can do it quicker, here is the proper MTL file to place with the PixZSphere50.obj


PixZSphere50m.zip (http://www2.zbrushcentral.com/zbc_uploads/user_file-1040138005oqa.zip)

Good Luck!

Cedar~

Here is where you need to go.
Make sure Pict Interpolation is unchecked.
That will get rid of the artifacts.

http://www2.zbrushcentral.com/zbc_uploads/user_image-1040140573nui.jpg

Here is a test render.
It's pretty clean.

http://www2.zbrushcentral.com/zbc_uploads/user_image-1040140830lod.jpg

loiosh
12-17-02, 08:21 AM
Thanks Mahlikus -
Got it up and working now.
http://www2.zbrushcentral.com/zbc_uploads/user_image-1040141979mwz.jpg
Bryce 5
http://www2.zbrushcentral.com/zbc_uploads/user_image-1040142045gex.jpg
This one of the model exported to Deep Exploration from Poser 4.
I think....
:confused:

Cedar
12-17-02, 05:24 PM
Yes, thanks for the info Mahlikus. :)

NOITAMINANIMATION
12-30-02, 04:05 PM
Sorry for my tardiness, holidays you know!

Seems to work quite well under the Renderman Spec as well, we don't worry much about open GL viewing but I'm sure it's valuable to some.

Great work Pixologic!

Gradient
01-03-03, 12:17 PM

Lepo
01-05-03, 11:54 AM
zbrush.jpg

Softimage|xsi 3, imported without problem.

Lepo
01-05-03, 11:58 AM
Ops here's the image :)

http://www2.zbrushcentral.com/zbc_uploads/user_image-1041796604kjp.jpg

Matthias
01-09-03, 04:44 AM
Tested in Realsoft 3D Version 4.5:

Left creature is "polygonal-phong-shaded" right one is "SDS-Quality 1"

http://www2.zbrushcentral.com/zbc_uploads/user_image-1042115353yqt.jpg http://www2.zbrushcentral.com/zbc_uploads/user_image-1042115446nfz.jpg


Imported with Michael Schmelings (www.schmeling-consulting.de (http://www.schmeling-consulting.de)) great Obj-plugin, look for my settings above.
Only the texture must be mirrored vertically.
Everything is working fine then.

This is not best rendering quality :)
Best wishes, Matthias

Matthias
06-14-03, 01:17 AM
http://www2.zbrushcentral.com/uploaded_from_zbc/200306/user_image-1055578353tjq.jpg
Viewpoint Scene Builder import of the alien.
The map was added with the "Diffuse (Type)" "Load" from the "Texture"-tab in scenebuilder.

Matthias

jwaggone
09-01-03, 06:38 AM
Here is my quick render from Blender (http://www.elysiun.com/).

I see no artifacts in the Open GL windows (top left), One near the eye socket in a render w-out AA (Lower left), and None in the render with AA (Right).

http://www2.zbrushcentral.com/uploaded_from_zbc/200309/user_image-1062423386egs.jpg


Very Cool.

J

rbaumhauer
09-02-03, 10:59 AM
Well, finally got around to trying this with messiah:studio today, and it seems to work fine. I'm getting the same small issues near the shoulders that most everybody seems to be having, but other than that, it looks good.

Workflow is: Load OBJ in Lightwave Modeler > resize and export as LWO > load into messiah. Messiah automatically loads the image map and applies it. Messiah currently only sees UVs on LW objects, otherwise I'd try it on the straight OBJ out of ZBrush.

http://www2.zbrushcentral.com/uploaded_from_zbc/200309/user_image-1062525515ete.jpg

PeteUK
09-02-03, 12:15 PM
Ive just got around to having ago with Zbrush and TrueSpace 6.6 and just cant get the mapping that Im seeing in this thread, FWIW IM a newbie to ZBrush and Im only getting around to learning TS allover again after a long, long break.

Ive loaded the OBJ and texture, tried all mapping options and It just dont work, HELP :).

Cheers

Pete UK
:confused: :)

mestela
09-02-03, 03:35 PM
Tried the model in maya5.0 with a single polysmooth.

Worked ok with the default maya renderer, though as explained in pixologic's post, had to mess with the AA settings a little. Started with the 'contrast senstitive production' preset, then changed to a box filter set to 1 in x and y, little ragged round the edges, but the textures came in clean.

The mentalray renderer had no problems out of the box with the production preset.

The hardware renderer wasn't too happy; thats kinda expected though.

I'd post an image, but it pretty much looks like all the others here, only more mayaery. :)

btw, it seemed to be rotated 180 in y on import.

-matt

Tim Leydecker
12-24-03, 05:37 AM
http://www2.zbrushcentral.com/uploaded_from_zbc/200312/user_image-1072272737qmi.jpg

Hi folks, hey Matt,

Here´s a render done in Maya 4.5. Used a
spotlight and GI_Joe to render. The *.obj
seems to imports correct. That is, with
Normals set to *All Hard*. I´ve adjusted
Normals to smooth 180° before rendering.

Haven´t tried MR, btw.

Cheers

tim

P.S: A conversion to subD worked with UV´s
intact (it seems) but my box crashed when
I tried to render (via MayaSoftware).

DeeVee
12-24-03, 06:18 AM
Very impressive work guys! well done. These test are most useful!Thanks for sharing.

Tim Leydecker
12-24-03, 06:21 AM
Ah,

the *.obj comes into Maya looking into -Z.
I would have also expected it to look in Z, e.g. being rotated 180° in Y, for Y up.

Guess that´s what Matt allready pointed out.

Normaldirections is imported/set correct,
no flipping required.

Shading:

Droped the supplied filetexture into the
colorslot of a lambert, assigned it to the
*.obj and rendered away. I ticked off the filtering for the filetexture as others
suggested for other packages. Rendered.

Mipmapping doesn´t seem to produce errors,
tho.

Cheers,

tim


P.S: Renders using MR as well, using the
*production* qualitysettings.

The_Q
12-26-03, 10:36 PM
Works fine in renderman 11.5.1
Filtering over S and T had to be set to zero. No flipping needed either.

The_Q

Shonner
03-31-04, 11:06 PM
http://www2.zbrushcentral.com/uploaded_from_zbc/200404/user_image-1080803099lst.jpg

Rendered in Carrara Studio 3.0.3. I just imported the object and loaded the texture map. No fuss.

catscomix
04-19-04, 05:29 PM
Hey,

Doesn't anyone out there use Electric Image Universe??
I've wanted ZBrush for months, but have put off purchasing it because I cannot get this model into the program. Initially it gives the error message "unexpected tokens", so I run it thru UV Mapper, then it will open in Animator, though with 3 or 4 triangels missing, so the model has holes in it - strange cause the rest of the model looks perfect. Please help - I would love to own ZBrush, but only if I can use it with EIU. There is translation software available, but it costs more than ZBrush!
Thanks.

gam
04-21-04, 01:22 AM
Hi PeteUK,

I use trueSpace 6.6 and have successfully loaded the model and uv mapping.
You have to use a plugin called LUUV, it's free and all it does is import/export .OBJ files in trueSpace and works well.
For some reason the trueSpace .OBJ import ignores UV's.

Luís Santos
07-13-04, 06:09 AM
Hi all.

This method seems really nice because it virtually eliminates texturing distortion.

My question is:

It's obvious i cant't edit the tiles in photoshop right? Any program that convert the tiles in a "non-tile" and back? So you can edit the image at your will and when your happy with it convert to the tiles again? Maybe i'm asking for a impossible thing...

Regards

wchamlet
07-13-04, 06:27 AM
I don't think it's impossible. Svengali created a zscript that converts Zbrush planar, cylindrical, spherical maps to AUVtiles, and allows you to copy your texture to the AUVtile format.

If there was a way for him to get a model that had a custom map, obviously done outside of Zbrush, and use that to convert a AUVtile map to the custom map, then that would be perfect!

I'm sure getting the code to work isn't all that easy, but I think it can be done.

For other programs, I believe Lightwave has a plugin called Microwave that does this sort of thing.

Luís Santos
07-13-04, 07:17 AM
I sugest numbering the tiles in some various schemes. And start from there. I think would be easy to any coder to pick the numbered tiles and make it a full image, the reverse would be easy aswell, any one want to C & C this idea?

Thanks

aminuts
07-13-04, 08:48 AM
hi guys,

if you read the thread for Sven's UVConvert script you will see I found a way to reverse it, to go from auv to spherical perhaps...its not perfect solution but it works fairly well...you might have to do a bit of postwork.

Abyssis
07-13-04, 09:04 AM
link??? thx :D

thunder1
07-13-04, 06:31 PM
This may be a dumb question but how did pixolator get the checkered texture into the auvtiles format. From what I understand with this type of uv the texture has to pretty much be painted on the model. :confused:

BrunoP
02-01-05, 02:26 AM
high3d6el.jpg

Rendered with Muse (http://rmuse.sourceforge.net/), a RenderMan compliant renderer that I am developing.

lemonnado
03-12-05, 01:24 PM
Import no problem. Texture maping noproblem. I am still to dumb to beat the monster constantly into submision to show me the rendered version. !^%@^# Texturedit DIE DIE DIE!!! :lol: But I am getting there.

Here are the results of my first import"


However the model is facing away from me after the import. No big problem.

After I deselect the model weird gaps show up. Which do not show up in the final render. The render looks real crappy as I am still wrestling with the engine.... So I do not post my humiliating results. Maybe at a later point in time....

Cheers
LemonNado

Reuben
04-06-05, 12:39 PM
Doesn't anyone out there use Electric Image Universe??
I've wanted ZBrush for months, but have put off purchasing it because I cannot get this model into the program. Initially it gives the error message "unexpected tokens", so I run it thru UV Mapper, then it will open in Animator, though with 3 or 4 triangels missing, so the model has holes in it - strange cause the rest of the model looks perfect. Please help - I would love to own ZBrush, but only if I can use it with EIU. There is translation software available, but it costs more than ZBrush!
Thanks.
Yes indeed, or EIAS as it is now known (again), converting the model is not the real issue, i did try this test once but the results were not good, time for another go i think...

BTW, are you on mac or pc ?, for the pc you can run the model though UlimateUnwrap-save as 3DS, then though Amorphium, that gives a good .fact conversion with uv's intact.
EIAS 5.5 also comes with the Transporter file converter and of cause there is Polytrans.
On the mac you could try Obj2Fac.

Reuben

GusM
04-07-05, 05:42 AM
I have found that ZB AUVs works just fine inside EIAS.
This is the process I used:

- Downloaded the original obj and bmp files (PixZsphee50.OBJ and PixZsphee50.BMO).
- Opened the obj file in UVmapper, default settings, and exported the model from there (result: PixZsphee50_uvm.obj).
- Used O2F to get the new obj transported as a fact (PixZsphee50_uvm.fac)
- Imported the fact file to a new EIAS proyect, I did activate "use UV space" for the model and then added the bmp file at the difusse channel, also with default settings.
- Before rendering, I upped the sampling level for the model (nfo window, shading tab), to 2. Then I did the same in the render panel, antialias tab: default settings, but put the sampling level to 2.
- Hit Render and done.

Gustavo Muñoz ZBgoodAUVs.jpg

Reuben
04-07-05, 06:13 AM
Hi Gus !

thats great, tell me.. if you keep the sampling level at default, do you still get the artifacts that i was getting ???

Reuben

cybermode
04-07-05, 07:10 AM
Thanks Gussss :)

GusM
04-07-05, 07:19 AM
Hi, Reuben:

It is the Anti-aliasing method the main factor here: use none and all is fine with maps, but if you want or need any method enabled (maybe oversample for animation), then you need to upp the sampling level to 2 both in the model and in the render windows (If you let it in 1 it exhibits thin lines between every patch).

Regards,
Gustavo Muñoz

Reuben
04-07-05, 07:33 AM
When you send the model though uvmapper are you changing any settings, or is it just in>out.

thx for the info btw :)

Reuben

GusM
04-07-05, 09:03 AM
Just in-out, Reuben. I used the default settings and all works fine here.

Regards,
Gustavo Muñoz

AVTPro
07-05-06, 02:16 AM
Just hanging out with the cool EIAS users :)


Project_11.jpg

GusM
07-05-06, 06:45 AM
Wow, this was a really old post, ALonzo... :)
Glad it helped you.

AVTPro
07-05-06, 11:28 AM
I know LOL. I just got my account working so I can post. I did the image sometime ago. Better late than never :)

Thanks. All you guys were a big help.