View Full Version : Multidisplacement and Vray
Stephen Green
05-23-04, 08:35 AM
Hi,
I hadn't seen anyone post a Max test using Multidisplacement, so here is a quicky.
I had to use the 3D displacement on a beta build from Chaotic dimension, and told the displacement modifier to use the object material since it required a 3 deep multi-subobject material.
http://www2.zbrushcentral.com/uploaded_from_zbc/200405/user_image-1085326512gms.jpg
There are separate maps for the head, torso, and arms but it seems pretty seamless.
Cheers
Zeddicus
05-23-04, 09:31 AM
As posted in the Vray forum, good stuff to know. Good work on figuring this all out for the rest of us. Funky looking model by the way, hehe. :)
Stephen Green
05-23-04, 09:39 AM
Cheers,
it was just a quick blast through, I'm loathe to spend too much time on something when I'm testing out new techniques, so it was just something that I can go, "yeah that seems to work"
Cezar Souza
05-23-04, 11:34 AM
Great results :) Any chance of you giving us a tutorial as for how you did it?
Stephen Green
05-23-04, 02:42 PM
Hi,
Basically what you need to do is the following.
Say you want to use one displacement map for the head and another map for the body you would lay the UVs out so the head is in UV space 0,0 to 1,1 but for the body you would lay them out in the next square along in the UV space (1,0 to 2,1)
What happens then is you export the obj file as normal from Max, and work as you would normally, but instead of exporting the displacement map through the normal method you use the multidisplacement plugin. In this case it would create 2 displacement maps one for the head and one for the body.
You would then take your low-poly obj file into Max and then create a multi-sub object material in Max with the Tiff displacement maps in the displacement slot.
You should also assign material IDs at the face level on your obj file to match the UV groups (so head polys would be ID 1, and body would be ID 2)
You would then add a meshsmooth modifier to your obj file, set to iteration 1.
Then add a Vray displacement modifier, set to 3D mapping and use object material.
You will need to tinker with the displacement amount and offset (I normally use around 30, -15 - the offset should be half the displacement amount and a negative value)
Assign Vray as your renderer and there you go.
This was done using a beta build supplied by Chaotic Dimension, so I don't know if it will work with older builds (3D displacement is a lot quicker in the beta)
I think that's about it...
Cheers
Frenchy Pilou
05-24-04, 07:02 AM
Very funny chaotic effect! :)
Pilou
Cezar Souza
05-24-04, 07:58 AM
Thanks for the walkthrough :) If it isn't too much to ask, what about this multidisplacement plugin? Is it from VRay, or other separated plugin? Thanks!
Stephen Green
05-24-04, 09:35 AM
Hi,
no, the multidisplacement plugin is in Zbrush itself. Just have a look in the top right menu called Zplugin, you'll find it there.
Cheers
Cezar Souza
05-25-04, 08:33 PM
Thanks! :)
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