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Old 03-07-06 Reply     Quote     UserGallery     ThreadGallery     Post#46
CvH
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smokebox46and2,

Thanks it seems that sharing knowledge pays off.
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Old 03-08-06 Reply     Quote     UserGallery     ThreadGallery     Post#47
smokebox46and2
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Sure thing
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Old 03-09-06 Reply     Quote     UserGallery     ThreadGallery     Post#48
jonnybravo
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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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Old 03-10-06 Reply     Quote     UserGallery     ThreadGallery     Post#49
smokebox46and2
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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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Old 03-13-06 Reply     Quote     UserGallery     ThreadGallery     Post#50
Moss
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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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Old 03-13-06 Reply     Quote     UserGallery     ThreadGallery     Post#51
smokebox46and2
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Quote:
Originally Posted by Moss
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.
What version of Max are you using? I don't have any trouble using them in max 8...

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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Old 03-13-06 Reply     Quote     UserGallery     ThreadGallery     Post#52
Moss
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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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Old 03-13-06 Reply     Quote     UserGallery     ThreadGallery     Post#53
smokebox46and2
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Quote:
Originally Posted by Moss
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?

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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Old 03-13-06 Reply     Quote     UserGallery     ThreadGallery     Post#54
Moss
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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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Old 03-13-06 Reply     Quote     UserGallery     ThreadGallery     Post#55
smokebox46and2
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Quote:
Originally Posted by Moss
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.

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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Old 03-13-06 Reply     Quote     UserGallery     ThreadGallery     Post#56
Moss
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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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Old 03-13-06 Reply     Quote     UserGallery     ThreadGallery     Post#57
Moss
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seamexample.jpg

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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Old 03-13-06 Reply     Quote     UserGallery     ThreadGallery     Post#58
smokebox46and2
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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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Old 03-13-06 Reply     Quote     UserGallery     ThreadGallery     Post#59
smokebox46and2
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Yay! I'm a Senior Citizen now. 104 posts!
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Old 03-13-06 Reply     Quote     UserGallery     ThreadGallery     Post#60
smokebox46and2
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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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