So this is in fact a bug. If you have any value other than 0 in the DPSubPix setting of the displacement rollout with cause multi displace to be inaccurate. If you need the res, just do another subdivision.
So this is in fact a bug. If you have any value other than 0 in the DPSubPix setting of the displacement rollout with cause multi displace to be inaccurate. If you need the res, just do another subdivision.
Hey everyone,
Im having some issues here. Last night I followed your guide to setting up the script and executed it. It seemed to work, (I was at school, so anything on the computer gets wiped everytime you log out). I logged off to take a break, came back tried everything again, every step, and it no longer works again. Even tried it several ways on my computer here at home. Ill post some pics.
The zbrush file is obviously what its suppose to look like, and the maya file is what im rendering out.
Any help would be great, thanks.
First off, a HUGE thank you to Scott for de-mystifying 32 bit displacement in Maya. Also, a big thanks go to joie and dougBrooks for uncovering the DSubPix bug! I've been tearing my hair out for the better part of a day now trying to figure out why I was getting such 'watered down' results from my displacement map. I was exporting from MD3 at a DSupPix setting of 2, like Scott suggests. Setting my AlphaGain to 22 gets the look right where it should be. Weird!I certainly hope that this will be fixed in the future.
Thanks again guys!
Hi guys,
i too am still getting seams. iam new to maya and this is my first maya to zbrush integrated tutorial, i recommend this to any noob by the way it really is in depth. i cant get rid of the seams, i use scotts mel script and i get this msg in the editor
// Error: *Fatal* (mental ray) : mental ray encountered a fatal error. The system may have become unstable. Please save the scene and exit Maya. //
i get the msg, its obvious, i just dont understand why it wont work. also how do i exicute a command correctly. As i say i am a self tought noob.
Thanks for any help guys, i'd really appreciate any!!!
Hi guys,
also my output window is telling me that my mental ray is out of memory.
mental ray: got 8 satellite CPUs.
mental ray: got 8 satellite CPUs.
mental ray: out of memory
mental ray: out of memory
mental ray: out of memory
mental ray: out of memory
mental ray: out of memory
mental ray: out of memory
MEM 0.3 fatal 031008: can't allocate 86110416 bytes.
MEM 0.3 fatal 031008: can't allocate 86110416 bytes.
mental ray: got 8 satellite CPUs.
mental ray: got 8 satellite CPUs.
mental ray: got 8 satellite CPUs.
mental ray: got 8 satellite CPUs.
mental ray: got 8 satellite CPUs.
Is this my computer slowly dieing on me or is there a way of going into maya and setting my mental ray memory higher?![]()
Unreal! Thank you so much for this tutorial! It improved my results so much, its simply unreal!![]()
It also helped me nail a job at a 3d studio over here...
Of all the tutorials I've seen or read, you've got No.1 right here!
i posted in problems forum but may be better suited here.
Importing my gemoetry from zbrush to Maya is causing crashes. when i get the obj in if i select the model in Maya half the time it crashes with "Fatal Error" and sometimes i can select it fine. everything is setup correctly with feature displacement off and approximation setup.
After a few tiles get rendered(when it doesnt crash in the perspective view) mental ray says "error, the system has become unstable"
I have a zbrush texture as well as normal map applied to a blinn that is on the model.
the imported poly obj is 45,000 polys with a final poly render number of around 2.9 million . Is there a reason this is happening. it seems so random. does maya hate 32bit displacements?
i have used it and did it i have got the result and im thank ful for ...
Total respect
Ronybuster
you are very good teaching and clear explaining i like your tutorial.
thank again
thanks![]()
Hi there!!!
This question is for Scott. Dude have you experience a render where your displacement looks perfect, but the material turn out to be transparent.
It looks like the Disp.Map force the shader to go transparent up to a 50% and when I manipulate the color gais and decrease the color to be less white, the shader gets back to normal, however if I touch the viewport again, the shader goes transparent again.
The Disp.Map file is the bad guy.
And also when I run the script again, the error message reads as:
// Warning: Name 'miExportCCMesh' of new attribute clashes with an existing attribute of node 'mentalraySubdivApprox1'. //
// Error: Found no valid items to add the attribute to. //
And also ther's a warning message that reads:
Warning: (Mayatomr.Scene) : polySurfaceShape1: empty UV set map1 detected, ignored
All the models has been layout whit correct Uv's before beign worked in ZBrush, so this message it's weird.
After try and error I have done getting a some way a normal render, but I'm still anoyed by the viewport issue. And The model look some what exploted as you may see.
I wonder if ther's the posibility to make this script more stable or even a shader that has the property to bake the disp.maps(32bit) and works normaly.
I'm not a ssavy on this I doesn't even like texturing, but I need to finish my characters the best way possible and this issue in Maya 2008 is making my life miserable.
If any dude from Autodesk reads this message, please be shame because Maya is mean to be better everytime. Don't change what works fine for crap.
Thanks Scott have a cool one.
Ayhorya.![]()
Ok Scott. Ayhorya here.
I have repeat the process again, but this time I create the nodes one by one
the order:
Shader: blinn
DisplacementNode.
FileNode: The displacement.map from ZBrush and converted to a map.
then I conect the DispNode to the shader as Displacement.
Then I conected the Disp_FileNode to the default atribute to the DisplacementNode.
Runned the script. some crazy error showed up, but I ignored it.
And the rendered image looks very close to what I want.
At the end the process works, It's that the stupid bug is really staburn and the guys from Autodesk should fixed fast, and give to the clients a fixed extension or something.
Any ways, here is the render:
Thanks again and have a cool one.
Ayhorya.
Last edited by Ayhorya; 10-27-08 at 11:37 PM.
How exactly would u go about making the displacements work for the new maya. Just by pressing 3 it renders out smoothly so im guessing u dont need to use aproximation editor? I can get a displacement to work, but it doesnt seem to ever want to render out the very fine details in maya 2009. Anyone tried using maya 2009 yet?
can someone just copy and paste what exactly i have to put in the MEL script... i get syntax errors when copying scott's scipt i don't know exactly where it starts or what i have to copy... plz thnx
I think I should add this link here. Maybe it will help in everyone's displacement troubles.
The forum posts ate it awhile ago but it shows how to use scotts script correctly.
Dont forget you should update your maya also, there are some service packs for 2008 that help take care of this issue.
In the long run the script still must be used however.
http://www.zbrushcentral.com/zbc/sho...&postcount=151
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