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Reply Quote UserGallery ThreadGallery Post#1 |
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New Member
Join Date: Jul 2004
Location: The Netherlands
Posts: 24
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http://www.microcan.nl/ZBrushTutorial/DispTestHead.jpg
I already posted these settings last year on http://www.3dhype.com but the explanations are in Dutch. So on request I will post the settings for rendering ZBrush displacement maps in 3dsmax v8 with mental ray. As example I am going to use the test head from ZBrushCentral. Download the test head Import the test head and convert it to an EditablePoly, set the number of subdivisions for rendering at 2. You can also use a TurboSmooth or MeshSmooth modifier to get the same result. http://www.microcan.nl/ZBrushTutorial/Subdivision.jpg Then apply a material to the mesh and add a displacement map. The UV coordinates are flipped in ZBrush set the V Tiling to -1. http://www.microcan.nl/ZBrushTutorial/V-Tiling.jpg The displacement map is positive and negative in ZBrush, 3dsmax has default only positive displacement. To solve this go to the Output panel of the displacement map and set the output curve to -1...1. (You can also use -0.5 ... 0.5). http://www.microcan.nl/ZBrushTutorial/Output.jpg Set mental ray as renderer and check that the displacement is on. Default the edge length is set to 2. This however causes loss of detail. Set it to 0.5 this will subdivide the mesh to tiny triangles with an edge length of a halve pixel. Of course this will have impact on the rendering time but it results in the best displacement mapping results. http://www.microcan.nl/ZBrushTutorial/MentalRay.jpg Now you can render the mesh. Good luck. Last edited by CvH : 01-24-06 at 11:32 PM. |
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Reply Quote UserGallery ThreadGallery Post#2 |
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New Member
Join Date: Jul 2004
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This is the render for the test sword the same method was used.
http://www.microcan.nl/ZBrushTutori...ordDispTest.jpg |
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Reply Quote UserGallery ThreadGallery Post#3 |
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Join Date: Jul 2004
Location: The Netherlands
Posts: 24
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Reply Quote UserGallery ThreadGallery Post#4 |
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Member
Join Date: Apr 2004
Posts: 84
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Hi CvH,
Just wanted to pop in and say "thanks" ... your info is helpful and much appreciated ![]() rookie-z Last edited by rookie-z : 01-19-06 at 03:04 PM. Reason: typo |
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Reply Quote UserGallery ThreadGallery Post#5 |
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Senior Member
Join Date: Apr 2001
Location: New Zealand
Posts: 841
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THANK YOU VERY MUCH CvH!!!
This is a long awaited tutorial that I have tried several times to figure out myself. Simple, quick and worked everytime! I appreciate the time you have taken sharing this info! Thanks man! Upham ![]() |
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Reply Quote UserGallery ThreadGallery Post#6 |
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Senior Member
Join Date: Jun 2005
Posts: 369
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This is great! Didn't even have to wait for the Max pipeline...yay!
Thnx a bunch =) |
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Reply Quote UserGallery ThreadGallery Post#7 |
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Senior Member
Join Date: Jun 2005
Posts: 369
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If anybody is wondering, you can also use this technique with the Turbo Smooth and Mesh Smooth modifiers. You don't have to use the NURMS subdivision that is built into your Editable Poly base mesh. This method would be useful for those who need displacement without sacrficing their stack and losing the functionality of such modifiers as Morpher and Skin.
Hope this helps somebody =) Anybody has trouble with it let me know... |
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Reply Quote UserGallery ThreadGallery Post#8 | |
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New Member
Join Date: Jul 2004
Location: The Netherlands
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Quote:
Yes the results are the same. I will edit the text in the tuturial. |
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Reply Quote UserGallery ThreadGallery Post#9 |
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Senior Member
Join Date: Jun 2001
Location: Venezuela
Posts: 6,025
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I resolve the question i asked at pm: was that the dispmap i exported in PSP file not TIFF, i exported again as TIFF and work fine. Here is the example: the model is from zsphere 472 poly exported to show the wireframe to Silo and the render is in 3DMax Mental Ray. ps: the value in this case was the default 100, all other parameters were the same you show for us. This is the first time my setup at 3DMax wprk so fine. Thanks very much Andreseloy Last edited by andreseloy : 01-26-06 at 06:47 AM. Reason: to put the first image in thumbnail |
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Reply Quote UserGallery ThreadGallery Post#10 |
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New Member
Join Date: Jan 2006
Posts: 4
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Thanks so much for the tutorial... it really helps!
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Reply Quote UserGallery ThreadGallery Post#11 |
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New Member
Join Date: Feb 2006
Posts: 2
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MAN... THIS HELPs A LOT!!!
THANK YOU VERY MUCH!!! |
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Reply Quote UserGallery ThreadGallery Post#12 |
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Senior Member
Join Date: Aug 2003
Location: California
Posts: 219
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Thanks CvH.
I did this in 7 . It seems like the main different in the instructions between 7 and 8 is MR shadows and displacement has a smoothing check box in 8. I have 8 on another computer so I'll give it a try later. I have these little parallel lines in my render. I don't know if they are part of the original model or something on my end. There are little artifacts on opposite sides of the lip but overall it looks good. I'd been using the displace modifier until now. http://www.larrymccusker.com/test4.jpghttp://www.larrymccusker.com/test2.jpg |
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Reply Quote UserGallery ThreadGallery Post#13 |
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New Member
Join Date: Jul 2004
Location: The Netherlands
Posts: 24
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Im,
I was supprised to see you render, because I did the first test renders with 3dsmax v7.5. To check this I did some test renders. The artifact shows up in 3dsmax v7.0 but after V7.5 its is gone (it contains mental-ray v3.4 that solves the problem) |
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Reply Quote UserGallery ThreadGallery Post#14 |
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Senior Member
Join Date: Aug 2003
Location: California
Posts: 219
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Here is my version 8 render. It still has some artifacts on opposite sides of the outer lip but the lines are radically reduced. I still see a few tiny lines on the shoulder but they are farther apart and very faint. Overall, 8 clears up alot of problems. I don't know if anyone else has had the artifacts on the lip.
Thanks again, CvH. http://www.larrymccusker.com/max8.jpg |
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Reply Quote UserGallery ThreadGallery Post#15 |
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New Member
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Location: The Netherlands
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Im the artifact also shows up in the render I made today. The lines you see are caused by the subdivision level. I don't know what subdivision level they used to generate the displacement map. If you set the number of subdivisions to high 3dsmax will suffer memory problems.
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