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fast maya->mentalray
Maya ->Mental Ray 43 seconds:

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
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more maya-> mental ray
with 2 levels of smoothing. renders at 1:27 sec

-sunit
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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.
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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
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Thanks, sunit! I'm sure people will find it useful.
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Here's another test - this one took 30.67 sec:

2 levels of smoothing.
cheers,
sunit
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Carrara 4 Pro with Anything Grooves
Here's a Carrara 4 Pro TestRender using Anything Grooves from Digital Carvers Guild:

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
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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:
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.
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SkyCastle, can you elaborate on your technique get from zbrush to prman..
many thanks
craig
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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
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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
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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 :-
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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
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