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Reply Quote UserGallery ThreadGallery Post#46 |
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New Member
Join Date: Jul 2004
Location: The Netherlands
Posts: 24
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smokebox46and2,
Thanks it seems that sharing knowledge pays off. |
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Reply Quote UserGallery ThreadGallery Post#47 |
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Senior Member
Join Date: Jun 2005
Posts: 369
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Sure thing
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Reply Quote UserGallery ThreadGallery Post#48 |
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Senior Member
Join Date: Nov 2005
Age: 23
Posts: 106
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smokebox46and2 and CvH thank you guys so much......Finaly some precise tips about rendering displacement maps......i'm forever gratefull
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Reply Quote UserGallery ThreadGallery Post#49 |
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Senior Member
Join Date: Jun 2005
Posts: 369
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Well, now that the Max Pipeline is out I don't feel that I've made any real contribution, because the Pipeline does the job just as well and ommits the steps involving Photoshop. I was mistaken that Max can't open 32-bit .tif files (it just can't if they're greyscale). Yet, it is easier using multiple maps when not using the Mental Ray Connection...
Hope not all was wasted in effort Regards |
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Reply Quote UserGallery ThreadGallery Post#50 |
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Member
Join Date: Oct 2005
Posts: 38
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I can't get max to open 32bit rgb tifs, and I don't have cs2, so I can't save them as 32bit exr files either, how can I get max to open these files, I just get an I/O error.
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Reply Quote UserGallery ThreadGallery Post#51 | |
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Senior Member
Join Date: Jun 2005
Posts: 369
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Quote:
Are you using the settings in the Max Pipeline Guide? Last edited by smokebox46and2 : 03-13-06 at 03:33 PM. |
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Reply Quote UserGallery ThreadGallery Post#52 |
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Member
Join Date: Oct 2005
Posts: 38
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I am using max 8 sp2, and I used the settings in the guide. I have gotten some to load sometimes, but most of the time they don't. They are 4096, maybe thats too big for max? would anything else cause this?
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Reply Quote UserGallery ThreadGallery Post#53 | |
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Senior Member
Join Date: Jun 2005
Posts: 369
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Quote:
That sounds possible. You may be running out of RAM or something when you try to load a map that large at that bit depth. I haven't had this problem. I've only used 2048 maps so far. I'll try a 4096 later and see if I get the same error. How much RAM do you have? |
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Reply Quote UserGallery ThreadGallery Post#54 |
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Member
Join Date: Oct 2005
Posts: 38
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I have 2 gigs, I have been rendering a displacement on a 4 million poly model, it takes about a half hour to finish, maybe its too much. I will try a 2048 and see if that works.
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Reply Quote UserGallery ThreadGallery Post#55 | |
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Senior Member
Join Date: Jun 2005
Posts: 369
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Quote:
Wait! Do you mean you have a four million poly mesh in Max, or your displacement map was created in ZBrush from a four million poly mesh?!? I hope you don't have that large of a mesh in Max... |
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Reply Quote UserGallery ThreadGallery Post#56 |
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Member
Join Date: Oct 2005
Posts: 38
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haha, I don't think its possible to get that big of a file into max on this machine. I meant the ZBrush mesh is 4 mil. 2048 is working, but I have really obvious seams at that size, so I don't know what to do. In fact I get seams at any size in a few areas, no matter what I do. |
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Reply Quote UserGallery ThreadGallery Post#57 |
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Member
Join Date: Oct 2005
Posts: 38
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Here is my model rendered with a 4096 map that wouldn't open in max. So I opened it in Photoshop CS and resaved it. Max then read it as a 48bit rgb tif. as you can see there are slight seams visible. |
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Reply Quote UserGallery ThreadGallery Post#58 |
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Senior Member
Join Date: Jun 2005
Posts: 369
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Okay...lol. Glad you cleared that up!
I don't think your seams have anything to do with your map size in this case. 48-bit?? I don't think there is such a thing yet, and if there is, even Photoshop doesn't handle 48-bit channels. I've posted info on getting rid of seams in this thread: http://www.zbrushcentral.com/zbc/sh...5686#post265686 Basically, the idea is that you have to use the displacement maps on the version of the model you created them from. I.E. If you created them from the altered geometry from ZBrushing then export that low-res version out to Max. If you created them from a saved Morph Target, then just apply them to your original model in Max... Another really good, detailed tutorial by somebody else can also be found here (although, it uses Modo and not Max, but the same principles apply): http://forums.cgsociety.org/showthread.php?t=200732 Pay special attention to the parts of the tutorial which talk about "buffer zones". Good luck... Last edited by smokebox46and2 : 03-13-06 at 08:09 PM. |
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Reply Quote UserGallery ThreadGallery Post#59 |
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Senior Member
Join Date: Jun 2005
Posts: 369
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Yay! I'm a Senior Citizen now. 104 posts!
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Reply Quote UserGallery ThreadGallery Post#60 |
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Senior Member
Join Date: Jun 2005
Posts: 369
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Moss, those seem to be odd places to have seams. Is there a reason you don't want to use a continuous UV set on the turtle shell?
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