1. #286
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    Default fast maya->mentalray


    Maya ->Mental Ray 43 seconds:

    pixHead_MR_43_sc.jpg

    Not the best quality - but workable. No approximation editors - simply one extra level of poly smoothing to give the displacement some better normals to work with.

    i've been using this method on some recent work, and although you can see some of the poly edges - it's a workable method for the time being for me.

    i tried experimenting with all sorts of approximation settings, but like everyone else, felt they were too slow on the render. ahh, the days of prman...
    -sunit

  2. #287
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    Default more maya-> mental ray

    with 2 levels of smoothing. renders at 1:27 sec

    pixHead_MR_1_27_sec.jpg

    -sunit

  3. #288
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    Default

    Hi Sunit,

    Given how nice your Mental Ray results are, do you think you could share the settings? It would be a big help to the many other people who are struggling to get really good results with Mental Ray renders.

  4. #289
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    Wink

    yes, I second that.

  5. #290
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    Default maya->mr tutorial

    Hi aurick - sorry i've been a bit delayed, but a tutorial now exists here:

    http://www.zbrushcentral.com/zbc/showthread.php?t=22176

    cheers,
    -sunit

  6. #291
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    Default

    Thanks, sunit! I'm sure people will find it useful.

  7. #292
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    Default

    Here's another test - this one took 30.67 sec:

    PixSword_0_1.jpg

    2 levels of smoothing.

    cheers,
    sunit

  8. #293
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    Default Carrara 4 Pro with Anything Grooves

    Here's a Carrara 4 Pro TestRender using Anything Grooves from Digital Carvers Guild:

    zsword_c4p.jpg

    I Converted the Displacement Map to 8 Bit and fiddled around with the Levels. BTW: Is the Format of the ZB generated Displacement Map open or somehow documented?
    Eric

  9. #294
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    Default

    When importing the .obj head in max6/max7 and applying the displace map as a diffuse component to see how it map, I got a totally weird result:
    weirduv.jpg

    Have you done something in particular to get the good UVs ? Seems it's totally wrong here..

    edit: ok I found what was wrong..
    Last edited by Moderator; 04-15-05 at 02:18 PM.

  10. #295
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    SkyCastle, can you elaborate on your technique get from zbrush to prman..

    many thanks
    craig

  11. #296
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    Default Tangent Normal Map Shader for Maya

    Just in case anybody is interested I created a Tangent normal map shader form Maya render. It's really easy to use just plug the normal map in and connect it to the normal camera attribute of your shader.

    Just make sure to set the flip vertical flag under export settings in Zbrush.

    you can download it from my site www.alexcarboneros.com just go to my Mel and Mll section and download my menu.

    here is a conversation going on @ cgTalk

    http://www.cgtalk.com/showthread.ph...178#post1793178

  12. #297
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    Default

    I hope someone do the same for Max 6.0/7.0 I do not ever have good
    results with Normal exported maps or even native 7.0 Normal maps.
    Using Vray displacement , Default scanline, displace modifier, not that simple
    actually.I may be missing someting, for a long time, already.

    Luiz Eduardo

  13. #298
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    Smile Another one from the LightWave camp...

    Not many offerings here from 'Wavers, so here's another...

    LightWave 8.01, rendered using FPrime 1.02.

    -: Deux :-

    DispTestHead.jpg

  14. #299
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    Default test this

    Yeah I would like to move onto normal mapping other then your black and white displacment maps, this feature can be achived in 3d max 7, if there is any other packages out there post it with the normal map results. how about projection mapping in max 7? heres a vid on how to do it http://mtlstream02.discreet.com/stre...rmals_300k.mov


    would like to seee these results

  15. #300
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    Default

    enough renders shown already, but i just wanted to show the render speed of max7

    3times meshsmooth on a imported .obj converted to editablepoly. Mesh scaled to 25%
    standard displacement modifier with disp. map saved in rgb mode. lumiance center .05 and strength set to 10cm

    2 sec. on 2.8ghz P4 with 1 gig ram!

    wicked!

    scanline render. default lighting. 640*480

    headdisplacetest_01.jpg

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