1. #61
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    I followed HaDDeS example only I used a Blinn. I didn't change the map at all for the bump but I did have to set it to about 40. I'm interested in if the D3 Normal map will work well with this. Does anyone know of another file format that Mental Ray would accept so we don't have to convert the map to RGB. This would make this process so much FASTER at render times.
    Come see me at my forum:

    http://www.kinderproductions.com/forum2/


  2. #62
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    my test

    10x rray

  3. #63
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    Just the last try:

    Saved displacement map to 8 bit not compressed and flipped vertically!
    Hypernurbs render level 5.
    Displacement Height 0.8 m
    Texture Filter with SAT sampling
    Blur Offset 1.5%
    Blur Scale 1.5%. (Tnx Aurick )
    Contrast is set to 94%
    3 point light and soft shadow.

    Italian Zbrusher

  4. #64
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    Finally got something working in Poser 5, by inversing the .tiff for the negative displacement. It's not too bad at the job, but banding cropped up when I pushed the displacement out a little further. Not bad for a 5k poly model, though




    Later edit:

    After some more tweaking, I managed something far more respectable. I now looks a lot more like it should.



  5. #65
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    Did a quick test with Blender and the rib export blenderman python script. works like a charm with the Air demo and the Olivers NormalMap_Displace shader, rendered out this image in just under 2 minutes on an old 1ghz athlon with 512 of ram.

  6. #66
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    Hi all,
    One question: nobody use Lightwave here???
    Only jotajota?
    hope someone use this soft, and show some workflow, (i'm too busy and lazy to try myself )
    Bye
    Leo

  7. #67
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    Cinema 4D art 7, using MrBraun's stats:

    I'm happy to see it works well.


  8. #68
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    Seems to me that a lot of the bloat were seeing is from an incorrect mapping of the bitmap to all positive displacement. In my tests I shifted the range on the bitmap from 0 to 1 to -.5 to .5, and achieved better results (in MAX). It'd be interesting to see the different applications tabulated together to see if this carries out.

  9. #69
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    Another test....



    When ZBrush exports an OBJ, by default, it scales the object by a factor of 4, so I used a displacement scale of 3.34 (0.834 * 4) and this works well.


    Regards,
    Zendoftheworld...

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    rendered with Prman,use less than 16 seconds,so good!

  11. #71
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    Rendered in Max 6.

    Meshsmooth, 3 iterations
    Displace modifier

    Displacement map levels adjusted in Photoshop.

    Displacement map rotated 180 degrees on "U" axis in Mat Editor

  12. #72
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    MINg120 i dont think you have it doing true displacement, just bump mapping.

  13. #73
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    What an impressive model!

    Here is my version, also rendered in cinema
    4d 8.5 with the settings mentioned earlier
    by cornel and ghopper (disp 1m). I have
    rendered the the head with radiosity with
    settings shown in the image itself.
    Looks nice but i'm not happy with it.
    Will try another version with an 8bit image
    later. Thx for this model!

  14. #74
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    wurger: Those are really nice renders. You mention using the displace
    modifier. Was that used in both renders, or did you use the
    displacement shader for the Mental Ray one?

    To all: Still seeing lot's of banding in some of the examples posted here,
    like I used to have in Max. Particularly in the C4D ones. Nothing that
    probably can't tweaked out I'm guessing. Just thought I'd make an off
    hand comment about it (again, I know hehe). Keep at it all!

  15. #75
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    My result in Poser 5:
    p5_disp.jpg

    Poser's subdivision algorithm is not the catmull-clark algorithm, therefore the shape is not exactly like the original.
    Last edited by Moderator; 04-08-05 at 10:07 AM.

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