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View Full Version : "Magic number" from ZBrush to renderman - 16bit



asela
08-24-08, 02:31 AM
Hi,

We are trying to find the "magic number" that informs a Slim displacement node how to mirror the results obtained in ZBrush with 16 bit displacement maps,

We were working with dividing the Alpha Depth Factor by 40 and pluging it into the displacement Kb. This works sometimes for a certain sizes of objects, but does not seems to be universal.

Any tips? formulas? help?

Many thanks in advance,

Richard
Animation Lab

rimasson
08-24-08, 10:59 AM
I used 32bits displacement maps from Zbrush (and from displacement exporter 3)and from 3D coat without any problem. It wasen't rendered in Renderman but in 3Delight.
Did you have texted this option ?

asela
08-24-08, 11:17 PM
Thanks for your answer, we need to use 16 bit maps. I know that 32 bit maps work better but they are too heavy for the project we are working on.

rimasson
08-25-08, 09:59 PM
Well, if the Alpha depth factor dosen't work, maybe you could output 32 bits displacement maps, using the Displacement exporter 3, then use 3d coat (http://www.3d-coat.com/)to convert them to 16 bits displacement maps. (3Dc will give u a scale factor you will have to apply in renderman)