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View Full Version : Multi Map Exporter - Information, Installation and FAQ



marcus_civis
08-07-10, 07:08 AM
MME_header.jpg

Multi Map Exporter is designed to automate map creation and export for your model. Settings can be saved and reloaded so that you can quickly set up the plugin and then leave it to export the maps, freeing you to spend more time creating your art.


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:b3: This plugin is compatible with ZBrush 4.


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:b3: Installation


Quit ZBrush
Download the latest version of Multi Map Exporter from the Download Center (http://www.pixologic.com/zbrush/downloadcenter/zplugins/).
Extract the zip file in a temporary folder.
Copy the MultiMapExporter_4.zsc to your ZPlugs folder. With a default Mac installation this will be in /Applications/ZBrush 4 OSX/ZStartup/ZPlugs. With a default PC installation this will be C:\Program Files\Pixologic\ZBrush4\ZStartup\ZPlugs.
Also copy the MMEData4 folder and its contents to the ZPlugs folder.
Launch ZBrush.
Open the ZPlugin palette where you will find the Multi Map Exporter menu, containing the plugin buttons and sliders.


________________________________________

:b3: Frequently Ask Questions

Q: I don't see Multi Map Exporter in the ZPlugin palette.
A: Check that you installed the plugin correctly.



© 2010 Pixologic, Inc. All rights reserved, Pixologic and the Pixologic logo, ZBrush, and the ZBrush logo are registered trademarks of Pixologic. Various patents pending. All other trademarks are the property of their respective owners.

aurick
08-09-10, 06:28 PM
ZBrush's newest plugin!

HaloAnimator
08-09-10, 06:34 PM
You guys just saved me SO MUCH TIME!!! If you were a woman, i'd marry you... THANK YOU ALL SO MUCH!!!

koyima
08-10-10, 12:46 AM
Awesome stuff

J-L_A
08-27-10, 03:38 PM
Thank you very much! :)

Grugi
09-04-10, 04:34 PM
I would really like to download the zbrush plugins, but like a lot of people, I get this error "This server can only be accessed by the proper referring server.".

I´m using the latest version of firefox and also tried other browsers and I´m not using any download managers.

I know this is a known issue and there must be a way to solve this problem.
But until then, can anyone host the plugins somewhere, so that all the people who aren´t able to download these plugins, get the chance to use them?! :cry:

marcus_civis
09-05-10, 06:10 AM
I know this is a known issue and there must be a way to solve this problem.
But until then, can anyone host the plugins somewhere, so that all the people who aren´t able to download these plugins, get the chance to use them?!

Do you have any internet security running that could interfere with the download? A user has reported that briefly turning off McAfee security solved the issue.

Grugi
09-06-10, 12:51 AM
I´ve already tried to turn off every program, that could block the site, but I´m still not able to download via Firefox, Opera or Internet Explorer.

But there are some good news. I´ve installed the Safari browser for windows and now the downloads work!
I don´t know what the reason is, though. At least I can enjoy all the latest plugins now :)

mulligan
09-08-10, 06:48 PM
has anyone been using a Mac to generate Normal Maps in ZBrush 4? to my understanding there were issues with generating Normal Maps & Displacement Maps on a Mac in previous versions. has this been resolved in ZBrush 4?

armstrongnt
09-09-10, 12:31 AM
.
mudbox the names are like :u_1 v_-1 ... ccan we export like this from multimap exporter !

so it's easy to determine which textures belong to which tiles
but in this case, its 1-2-3-4-5-6
but how do i know which one is 1, which one is 2

MatCreator
09-09-10, 09:01 PM
I have a couple of questions regarding this script...

Is it possible to have ZBrush export the separate textures for models that have multiple uv texplates/maps?!?

When I tried it for the 1st few times, the process seemed to take longer each time... 1st it was 4 minutes. Then 8 minutes, then 30 minutes. Admittedly for the 3rd I increased the texture size, but it was still the same model. Even further, for the 2nd trial I didn't export the ambiance and cavity maps... Anyone else getting this?

And lastly, for my model it exported 3 instances of the same texture/displacement/normal/ambient and cavity. The original, an original_1 and an original_1 copy... I couldn't find a setting that caused this, so what did I miss?!?

All in all, this feature is great, it was a real pita having to go back, reload the model, to get the textures, displacement and normal maps.

marcus_civis
09-10-10, 01:26 AM
Grugi,
I'm glad you got it sorted.

mulligan,
I'm not aware of any issues with generating normal maps from ZBrush 4 MacOSX.

armstrongnt,
This is something that I am looking into adding in an update.

MatCreator,

If your model has separate UV tiles then MME will export a separate map for each. In other words, if part of a subtool is in U 0-1, and part in U 1-2 then you will get two maps.

The plugin will take longer if it is the background (in other words if the ZBrush window does not have focus). This is a limitation with plugins that I hope will be addressed as soon as possible. Larger texture sizes will of course take longer.

If you click Export Options>File names you'll get a dialog which includes an 'overwrite existing files' option. This is off by default so duplicate files have 'copy' added.

MatCreator
09-10-10, 08:20 AM
I think I asked the question wrong, let me explain...

I have a model that has overlapping uv templates. For my purposes, I can separate the uv templates, and paint on sections individually and then apply those textures over only the selected material groups for the model. I do this to give areas more surface area to paint on, so that the models painting isn't squeezed into one large texture.

What I want the MME to do is extract the various textures from the designated material groups. What it is doing is "layering" all of the texture/displacement/normal mapping, so that all material groups are on only 1 texture, no good... Is it possible to have it extract the textures according to the material groups themselves?

Also, with regards to the multiple copies being created, it should be known that it does this if there are no files to overwrite in the 1st place, it will generate the multiple copies even to a blank folder where no previous copies exist =/

MatCreator
09-10-10, 09:16 AM
Ok, I just went back to make sure... I've tried all options that seemed "viable" on my end, and no matter what, it produces 3 exact copies of the texture and displacement. Same size, same quality. The "same".....

I Just don't know why it's doing that =/

And I do appreciate the help.

marcus_civis
09-10-10, 10:07 AM
MatCreator,

I would need to test the model to see what is causing these issues. Is there any chance you could send it to me? A low res version would be OK.

wayniac
09-11-10, 10:25 AM
For some reason, when i use the prescribed method of having some UV islands in 0-1 space and the second set of UV islands in 1-2 space whenever i bake the maps out it creates one map and just squashes all my uv's into the 0-1 space. I have done AutoGroups with UV to make sure but nothing changes. This leads me to another question:

Is there a way to display the texture on the model that has uv islands in multiple quadrants? I'd like to paint seams but at this point in time, it appears to only be loading 0-1 space in the texture palette.

*Update-
Actually, by hiding off the uv islands/polygroups from quadrant 1 Im able to see the texture properly. This allows me to fix the seams for parts of the mesh that are part of that quadrant. The issue that arises from this methodology is when you have seams along the edges of the UV that meet up from each of the respective quadrants. Buddy of mine suggested just baking everything to polypaint at that time and then suckle it back off once i get those seams fixed. Im hoping that works but that is pretty workaround'ish.

I'm thinking most folks would agree just being able to see your texture laid out on your model in its entirety regardless of whether there are multiple uv quadrants being utilized or not would be best. Being forced into going through polypaint is an extraneous step yes?

Jim M
09-16-10, 12:01 PM
I had an issue with MME where the Cavity map and normal map didnt match up. The normal map was the issue, something to do with the morph target option. The only way to solve it was by switching to my morph target manually and creating the normal map in the Tool menu, clone NM, flip V, export. It took me an age to figure out what was happening.

looprix
09-17-10, 06:54 PM
Hi I was wondering if it possible to use this tool with tile-able textures created in ZBrush. I want generate maps from the canvas not from the Polymesh 3d's. If not with this plug-in, is there a way to generate ambocc from the canvas?

thanks!

MatCreator
09-23-10, 03:08 AM
Me again...

I REALLY need this to work, in the middle of a project and am looking to save an extreme amount of time now, and going forward for future projects.

For all sakes and purposes, I have a model that is already mapped. The mapping is ok, but the uv's rest on 20 separate texture templates (or material maps, don't know the correct wording). Instead of having to create a texture, a displacement, and a normal for each texture template by hiding the various parts/polygroups, I'm hoping ZBrush and the MME can export all 20 texture templates in one fell swoop.

I use the import feature to turn each material group into a polygroup, and this seems to work for me while painting/sculpting. Each polygroup, is actually a separate texture template that I need to export a color, normal and displacement map from. For this particular project, my model has 20 =/

I see in previous posts that it is possible to separate the maps, but how this is done in ZBrush I just don't know. What feature can I use to do this separating for me in ZBrush?

Please forgive me, but I have no other way to reference or give an example of what I mean to do... In 3D Coat, we can simply use the "Texture Baking Tool", this feature exports all the color, displacement, normal and specular maps for the model and all of its material zones, and this is what I am looking to do w/ ZBrush... I want each polygroup to have its own color/displacement/normal map generated w/ the MME...

Thanks for any help or advice in advance.

marcus_civis
09-23-10, 02:09 PM
MatCreator,

You will have to use the Tool>SubTool>Groups Split button to split your model into separate subtools based on the polygroups. Then you can use MME to export maps for all the subtools (groups). Obviously, back up your original model first.

HTH,

MatCreator
09-23-10, 05:29 PM
Yes indeed. Figured it out a little while ago and am making great progress, this script is truly a timesaver!

Thanks for the quick response.

MatCreator
09-23-10, 05:43 PM
Seems I spoke too soon...

Are there any reasons that when using the MME it would NOT create any maps or objects as set from the options? I'm working on something else to find that now when I use it, it acts as though it is creating the maps/objects, but when I check the folder no files where generated =/

I am sure it is a very slight oversight on my part........

MatCreator
09-24-10, 05:48 PM
Actually, I found that ZBrush was "forcing" the location where it would save too, so it was exporting just fine, just not to the folder I specified, or "tried" to specify. It would "snap" to a location one level up, why, I haven't a clue =/

marcus_civis
09-25-10, 01:20 AM
Are there any special characters in the tool/subtool names that might be causing the error? I can't think of why it should happen otherwise.

angrykid
09-30-10, 11:29 AM
i m having an issue with NM from zbrush 4, i m getting some artifacts, and looks like its comes from the hard edges on the low sub-D mesh. and its doing to all the object i have tried on.
would if anyone have the same issue
NM_test.jpg

mehoo
10-04-10, 11:02 AM
I just had one question that I don't feel the documentation explains really clearly. In the subdiv level setting on the displacement export options, is that number the level you are generating the map FOR or FROM?

For instance, if I have a mesh with levels 1-6 and the mesh I am exporting to be used in max with the displacement is level 2, would I set the slider to 2 or 6? Logic tells me 2, but when I do that, ZBrush shows my mesh being brought down to level 1 in the viewport when the maps are generated which has me worried that it's ignoring that setting.

Any clarification of this would be appreciated. Thanks.

At this stage, I'm deleting the lowest level temporarily to generate the maps just to be sure, and it's a step I'd rather not have to keep doing.

marcus_civis
10-04-10, 01:52 PM
angrykid,

Are you using the Smooth UV option?


mehoo,

The slider is for setting the level that displacement is generated FROM. In other words, if you are exporting your level 2 mesh then set the slider to 2.

You may see your mesh go to level 1 but that is simply part of the plugin operation. Deleting the lower level is not necessary.

mehoo
10-04-10, 04:43 PM
that's what i thought. Ok, thank you for the prompt reply.

And onto his problem.. would smooth UV fix that result in displacement meshes too?

marcus_civis
10-05-10, 12:17 AM
And onto his problem.. would smooth UV fix that result in displacement meshes too?

If Smooth UV is the problem, yes.

salacious_crumb
10-12-10, 05:03 AM
I have a flat plane. A floor tile. I started with an obj. It has 4 faces (8tris). I put about 10 divs on it and project a tiled stone floor on it. I then try to use the Multi Map Exporter plugin

- with smooth uv ticked it creates a map in the centre with a huge border of nothing around it. the map is accurate but uses about half the uv space i want it to. I want it to fill the area so the normal map is tileable.
Is there anyway I get the map to fill the entire space? The Uvs are laid out to use the entire space.

- i went through the pdf readme on MME. It said you can use an original base mesh. So I Stored my morph target, and imported my obj, and used switch MT. This created 3 useless maps, all the uvs seem stretched and moved. I've checked the obj and the uvs are fine.
After doing this option I now produce 3 normal maps everytime, even if restarting zbrush. I just want one useable normal map!!! How can I stop it producing 3??

can anyone help me use this plugin?

Cryrid
10-12-10, 07:25 AM
I have a flat plane. A floor tile. I started with an obj. It has 4 faces (8tris). I put about 10 divs on it and project a tiled stone floor on it. I then try to use the Multi Map Exporter plugin
-Is there anyway I get the map to fill the entire space? The Uvs are laid out to use the entire space.
-This created 3 useless maps, all the uvs seem stretched and moved. I've checked the obj and the uvs are fine.
After doing this option I now produce 3 normal maps everytime, even if restarting zbrush. I just want one useable normal map!!! How can I stop it producing 3?? can anyone help me use this plugin?

I've been giving this a few shots, and have been able to recreate what I think is your problem (multiple blank maps on a plane - for me even the regular method of generating a map was blank).

The error was happening when the uv's borders were directly on the 0 or 1 coordinate boundary, MME/zbrush sees this as extending beyond the 0-1 boundary, and then reads it as multiple tiles according to marcus_civis (here (http://www.zbrushcentral.com/showthread.php?t=94532)). Scaling the uvs in a tiny bit solved the problem for both generators, and created only 1 map for MME.

"You can check this by pressing Tool>Texture Map>New from UV Check. A UV problem will be shown as red."

salacious_crumb
10-12-10, 08:45 AM
Thanks Cryrid. Thats solved it.

cobra6
10-19-10, 12:09 PM
Hi,

I'm trying to export my maps but it keeps giving me this error: "SubTool skipped, no UVs assigned". This is weird because:
- I have modelled the mesh in 3Dmax
- Unwrapped it in MAX with proper UV's without any overlap
- Exported the object as .obj WITH texture coordinates
- Imported and sculpted in Zbrush.

In Zbrush 3.5 it would never give errors about UV's with this workflow.

Any ideas?

Cobra 6

marcus_civis
10-19-10, 12:57 PM
cobra6,

Are you quite sure that all your subtools have UVs? I've not heard that anyone else has had this error.

cobra6
10-19-10, 11:54 PM
Hi Marcus,

Yes I am positive that all my subtools have UV's. It doesn't export any maps at all. That's why I think it is weird.

When I subsequently exportmy sculpted mesh to an .obj and extract the maps via xNormals (application) it works and the UV's are exactly as they are in 3Dmax.

Cobra 6

marcus_civis
10-20-10, 01:39 AM
cobra6,

Could I have the ztool to test? I would only need the lowest subdivision level of all subtools. If MME is failing to detect the UVs then I need to know why and the only way is to test with your model.

I'll PM you with my email address.

Thanks,

cobra6
10-20-10, 01:40 AM
I will send it to you as soon as I get the email address.

Cobra 6

marcus_civis
10-20-10, 01:44 AM
Thanks, check your PM.

cobra6
10-20-10, 10:59 PM
After some messaging back and forth Marcus and I determined that the problem was that I pressed "Make Polymesh 3D" after importing which basically makes a clean clone of the object, deleting all the UV's.

So if anyone runs into it, here is the solution :)

Cobra 6

sammokablamo
11-18-10, 05:48 PM
I've been giving this a few shots, and have been able to recreate what I think is your problem (multiple blank maps on a plane - for me even the regular method of generating a map was blank).

The error was happening when the uv's borders were directly on the 0 or 1 coordinate boundary, MME/zbrush sees this as extending beyond the 0-1 boundary, and then reads it as multiple tiles according to marcus_civis (here (http://www.zbrushcentral.com/showthread.php?t=94532)). Scaling the uvs in a tiny bit solved the problem for both generators, and created only 1 map for MME.

"You can check this by pressing Tool>Texture Map>New from UV Check. A UV problem will be shown as red."

thanks so much!, i had this problem too and found it very frustrating. This should be added to the FAQ section of the first post. i had trouble finding this post.

unitzer07
11-30-10, 01:34 AM
ok, I'm pretty sure I know what problem I'm having. However I have no clue how to fix it.

So, being the total n00b that I am. I loaded the poly tool and imported my model onto it. When prompted about 5 sided polys i chose the "quads and triangles" option (which i think is my problem). When I try to export a normal map, I get a blue page with no details on it anywhere. When I re-exported my obj from XSI and re-imported it, I checked "all triangles" instead. Zbrush prompted me that the mesh had changed and asked if i wished to remap the hi res data onto the new mesh (of course!). So I clicked yes and while the details seem to have mapped onto my mesh, some verts from the low res mesh are pulled in crazy directions. I have no clue why this happens, when I choose instead to delete the hi res divisions I am left with a perfectly fine low res mesh. (although it should be noted that the mesh appeared to jump a few units down even though the obj hasn't changed...weird) I tried exporting normal maps on the busted mesh just to see what happened and they actually exported.(barring of course the horrendous artifacts from the mesh being messed up)

So, what should I do? It seems my problem is the geometry import method I used first doesn't work with exporting maps. How can I get my hi res detail onto the correct mesh without it exploding?

I guess it's kind of off topic, but any help would still be greatly appreciated.

-07-

wayniac
11-30-10, 07:19 AM
@unitizer07

Unfortunately, you cannot have zbrush bake from one mesh to another. Why this is so is beyond me as it's pretty standard procedure and has been for years. In game meshes typically aren't used as high rez models either before or after the fact, regardless of the ability of Zbrush to project sculpt data from mesh to another. The ingame mesh is typically full of tris and such which don't play nice with the subdivision algorithms.

A workaround is to use a program called xNormal or use XSI's ultimapper and take your low poly mesh and point it at the high for baking purposes. xNormal has become the unofficial industry standard for the most part but you can accomplish the same thing in max/maya/xsi/modo/etc....just not in zbrush :(

Hopefully at some point Pixologic will address this missing feature which is vital to those of us in the games industry.

lgwng
02-02-11, 02:31 PM
Hello,

Relatively new to Zbrush and new to the forums, so I apologize if I'm not following correct protocol here.

My mesh has been divided into separate meshes in subTools.I'm trying to export a color map, normal map, and mesh via the Multi Map Exporter.

I click the appropriate buttons and it seems to chug along just fine for the first object in the subTool menu.

But then I get this pop-up menu with the message:
"Popup:TextureOff
in..
{IPress,Popup;TextureOff]"

And it just stops the process

Help!?

Thanks!

marcus_civis
02-03-11, 05:23 AM
lgwng,

I don't know why you should be having this problem. Which version of ZBrush are you using, Mac or PC?

A couple of things you might try:

1. Save the ZTL with a new name before trying MME again.
2. Turn off the subtool so it is not included in case it is causing the issue.

lgwng
02-08-11, 01:56 PM
Yes, it does seem to be the subTool button that causes the tool to crash out.

But not being able to use that really diminishes the effectiveness of the plug-in for me. At that point, I'm exporting a dozen individual maps, which I then have to composite together in Photoshop.

I tried it again with a much smaller model (with subTool) and it stalled again, with the same error.

Any ideas at all?

Thanks!

marcus_civis
02-09-11, 04:21 AM
You didn't tell me which version of ZBrush you are using.

Also a screenshot of the ZBrush UI with the error message might help.

magillaGuerilla
03-20-11, 06:01 PM
I get an error when I run the MME

The specified execute-routine could not be found in specified the execute-file

[FileExecute,[Var,DLLPath],getUVGroups,filename,]

The UV's were rebuilt in Max and imported to the base mesh.

=magilla

marcus_civis
03-25-11, 10:13 AM
I get an error when I run the MME

The specified execute-routine could not be found in specified the execute-file

[FileExecute,[Var,DLLPath],getUVGroups,filename,]

The UV's were rebuilt in Max and imported to the base mesh.

=magilla

magilla,

Can you submit a ticket to Pixologic Support for this? Be sure to include your platform details.

Thanks,

skardart
09-07-11, 06:38 AM
Hi
I recently uprgaded my computer and to Z-brush 4, I did some quick run throughs with the MME, and was quite impressed with ease and speed of the baking of maps, however there was one thing I was unable to figure out. How can you bake maps from one mesh to a different one, like from a head to a ball? The Capture Current Mesh option in the Z-Mapper was able to accomplish this, But the The Z-Mapper is no more in Z-brush4.
Also is there there a way to generate maps from mutiple sub tools on to one mesh?
If Z-brush4 is not capable of this, is there a possibility the the Z-mapper could return in plugin form as it was originally?

Thanx

wayniac
09-07-11, 06:49 AM
@Skardart

No, the ability to point one low poly at multiple subtools, or even point a low that isn't the high rez version of that subtoll is no long an option in Zbrush. You will most probably need to change up your workflow/pipeline. Many people are now using Xnormal which is a separate freeware application for baking maps.

Ardak
12-15-11, 04:00 PM
It seems that I can't put out correct Cavity -and Ambient Occlusion maps from Multi Map Exporter in ZBrush 4 R2. In ZBrush 4 it worked fine. Any ideas on how to fix it?

Cheers

marcus_civis
12-16-11, 02:15 PM
This is a known issue with ZBrush 4R2 which should be fixed in the update.

BCouto
02-05-12, 03:55 PM
Just installed R2B and tried baking an AO. Works fine, but how do I change the background/occluded color? I've been used to having it black for a while, but in R2B it's white.

Just being nitpicky. :p

marcus_civis
02-06-12, 08:03 AM
Just installed R2B and tried baking an AO. Works fine, but how do I change the background/occluded color? I've been used to having it black for a while, but in R2B it's white.

Just being nitpicky. :p

If you turn on The 'Colors' option in the MME>Ambient Occlusion options and set Main Color to Black, Secondary Color to White in the color picker you'll get white on a black background. However note that this will create 8bit RGB maps. For 16bit you will have to invert in Photoshop.

markwhitcombe
02-17-12, 02:50 AM
Hello, I already posted this in the trouble shooting forum an hour ago but thought it might be better placed here, so I'm sorry for "Double" posting OK.
I'm wondering if anyone can help.
Ive been at this for 24 hours now with no luck, and to say I am extremely frustrated is a bit of an understatement.
I purchased Zbrush 4R2 a month or two before Christmas, and have not updated to 4R2b yet.

Multimap Export, wether 1 map or all maps causes ZBrush to hang / crash.
Sometimes when a map does unexpectedly export Successfully, zbrush will crash upon completion, completely frozen with nothing other than to End Process via taskmanager. Or select Close program when its offered...Every time guaranteed.
And a reboot/restart is a must for ZB to start up again.
Midway through creating maps / a map, zbrush freezes, hang, crash, for a long time, again I must EndProcess, Reboot.
A few times MS.NetFramework box popped up saying, the pipe or pipeline has been broken (or something).
I Updated all .Net Framework 4 stuff since (not that .Net4 is needed......I think)
Once or twice it was Wacom pen .dll was not found. - (nonsence)

The first (Shark) model was a hefty 16 million polys, and all the above variations of errors/crashes occured, So I tried a simple 4 million poly (Cat) model. The same results maybe even worse crashing results.

I retopologised those sculpts in 3DCoat,Projected All in Zbrush, then UV'd them in 3DCoat later on, So i thought it might be my UV's, So I applied Zbrushes AUV's, to no avail, even worse in fact.
Theres the odd 1 or 2 tri's here and there tucked out of the way but nothing drastic.

My pc is a Sony Vaio VPCF Core i7 Q740 with 4 gig Ram, Windows7 64bit,
its not a wimpy computer.
I expect another 4Gig of Ram would be nice, just to cater for other processes and windows etc, but surely this computer should be able to use MULTIMAP EXPORT without Zbrush freezing, hanging, crashing, and i know how computers can be making us all run out of fresh and expressive expletives from under the sun in no time. (Im not a programmer btw)
If anyone can shed a little light on the subject it would be much appreciated.
I love Zbrush, but not having the option of a fundamental feature such as Multimap Exporter which is supposed to be a one-click-solution is a bit of a kick in the teeth.
The only one button click solution I have found a neccesity thus far with Zbrush's multimap function is the laptops power button, in order to even start Zbrush back up again so I can repeat the process all over again, and again.
Please help and save me from the dreaded AppHang.B1
I simply do not know what to do.

marcus_civis
02-17-12, 02:35 PM
markwhitcombe,

First of all, you should update to ZBrush 4R2b. There are a couple of bug fixes in the new version that affect the generation of AO and Cavity maps.

You don't say what maps you are trying to export. It would be useful to know what sizes and types of map. Large map sizes (4096 and above) can take a lot of processing power.

Have you successfully exported maps from MME for any model? Are the problems only with the two models you mention? Have you tested the problem models for mesh integrity using Tool>Geometry>Check Mesh?

This may seem like a lot of questions but it is important to try and narrow down what is causing the problem.

Thanks,

markwhitcombe
02-18-12, 01:53 AM
marcus_civis Thanks,

I am trying to create Displacement, Normal, Texture form polypaint....Basically all the maps available in the list, but I see in a post earlier the Ambient Occlusion and Cavity maps were a bit messed up in ZB4R2.

Map sizes 2048x2048. and Yes I mesh integrity check'd both mesh's.
Only those 2 mesh's been tried so far, but I have more in the queue to do.
The meshes are water tight and no UV distortions and plenty of room in the 0-1 UV space, I also scaled down the UVs , checked all UV vertices with no overlapping UVs.

I have successfully generated Displacement and Normal maps sometimes, but its always at the expense of Zbrush freezing and closing at completion....... with an error I forgot to mention, which basically says:

INTERNAL ERROR.\List.cpp Line: 743, 155, and 165
Locked main mem in list-out
Object:
Please contact support2@pixologic.com
.................................................. ........................
(Then ZBrush will not be able to run until the machine in re-booted)

OK I have not contacted support@pixo.....etc, which I intend to do today, I will do as it says.
I should have emailed support straight away I suppose, but thought I'd try the forums first.
The line numbers in that error obviously mean something.

btw, Iv'e tried creating just one map at a time aswell as all maps in one go which also results in the same crash with an error.
Always 2048 in size, have not tried anything higher yet.

Thanks

marcus_civis
02-18-12, 02:04 AM
Many thanks markwhitcombe,

I think it would be useful if you could let me take a look at one of the models that you are using, if that is possible. Also, if you could let me have a settings file from MME so I can use all your settings in my tests. (To do this, press the Options button to expand the MME options, then press the Load/Save Presets button at the bottom. Choose 'Save Preset' and save out the ZME file. This will save your current settings to disk.)

I'll send you a private message about how to get me a file.

markwhitcombe
02-18-12, 03:15 AM
Thanks Marcus, I shall get on it now.

fearnight2000
02-26-12, 03:57 PM
Does MME take into accout any HD sculpting?
I'm most interest in the Cavity map. Will it include any sculpting done in HD?

Thanks in advance

marcus_civis
02-27-12, 09:57 AM
Does MME take into accout any HD sculpting?
I'm most interest in the Cavity map. Will it include any sculpting done in HD?

Thanks in advance

No. MME uses the Mask by Cavity feature in the Tool>Masking menu which doesn't use HD Geometry.

phrenzy84
02-27-12, 12:06 PM
Marcus will there be a new version of MME for the new Vector Displacements in R3?

marcus_civis
02-28-12, 04:26 AM
Marcus will there be a new version of MME for the new Vector Displacements in R3?

In due course, I expect so.

phrenzy84
02-28-12, 08:58 AM
In due course, I expect so.

Good to know its on the cards :)

pixelatedpoly
03-07-12, 05:58 AM
I've noticed that when outputting 16 bit images, the intensity or alpha depth factor is given in the filename.

However what I'm wondering about is what units those numbers are in?
Any 3ds Max users here that can tell me if I should be using meters, or feet/inches or generic units?

Secondly, the 32bit images are always saved as .tiff. 3dsm does not accept the .tiffs and when I save them as .exr in photoshop they get clamped and I lose a lot of details and basically get a unuseable map. Can I somehow change the output format of MME or can someone give me a proper way to get .tiffs into .exr without losing any data?

I'm using Windows 7 if that matters.