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32bit disP map rendering in Renderman for maya 1.1

How is it going guys? help me please.

I’ve got a displacement problem. i searched in FAQ for a similar problem, I found some, but not really what I was after. I’ll tell you guys what i did first.

Actually i’ve already finished my model’s sculpting, but when i generated the displacementmap i used Quick code DE-HAEK-EAEAEA-D32 in MultiDisplacement2, which is 16bit. the maya’s rendering result is quite different with what i saw in zbrush. it’s a little bit blurry.(and the map size is 2048x2048.modeling is my head.) so i generated displacementmap as 32bit. i used Quick code DE-LBEK-EAEAEA-R32 also D32. then when i opened 32bit map in maya as displacement’s filenode, it shows me an error message and the picture icon is black. i know the maya dosen’t support .tiff file. i saw that someone said, it’s working in Rfm1.1 just ignored that error message(i assume you know that error message?). but if i hit the render button in maya, it just does nothing. so i read about “ZBMAYA_Disp-2005-Nov-10”(this is the ZBMAYA pipeline in ZCLASS).and i did the same thing with that. it works in mentalray without an error message. i used .map file instead of .tiff file. as the next step i read “Rendering Displacement in RfM 1.0.pdf” which is my goal. and i did the same thing with that document. but nothing happened when i hit the render button. more precisely rendering finished right away(1second rendertime) and the mouse cursor changed to a sandtimer. and of course the same error message occured when i tried to open .tif image in file node. actually my model is the polygon. but i did convert to subdivision. but both is not working. it’s the same. i guess i saw it somewhere, I’ll have to change .tiff file to .tex file or someothers but i don’t know even what that is.

So how do i use 32bit displacementmap in Rfm1.1? please help me. if i have to change .tiff file to something else, then please tell me how to do that. i suck at cmd. have an awesome day guys :slight_smile:

P.S - One more question please. Does modeling have to be subdivision? i want to use a polygon with subschem in Rfm1.1. dose it make any difference?

Hi, there

The problem your having is not because of your displacement map which should be fine. The problem is with Renderman, both version 1.0 and 1.1 were somewhat unstable. The problem has been fixed as of version 1.2, which is a free upgrade; version 2.0 is even better but you have to pay for it.

Having said that the problem sounds like an error is being thrown when RfM is converting you texures and maya’s native shaders into .tex and .slo files. There’s two ways to fix this because your renderman shaders are probably corrupted.

  1. Save your scene under a new file name, then open that file and render. This will force the RfM plugin to rebuild your shader tree.

  2. Naviagate to your project folder>your project>renderman. There should be a file named textures, it contains all of the .tex and .slo files RfM has created. Delete this file. Go back into Maya and render the current frame; which will force the RfM plugin to rebuild your shader tree.

Either should work. Finally, if your going to stick with RfM 1.1 for whatever reason; remember that is has bugs. If the renderer hangs, minimize the IPR window and save your scene. Then restart Maya.

Hopr that helps!

Thank you so much Enigma :+1: it’s working. i saved the file with assign the 32bit map to the file node. open again and render. i can’t believe, i haven’t saved ever that file before you told to me. i made the scene with the 32bit map then maya shows me the error message then i got angry and closed maya. that’s what i have done before you told to me. thank you so much!

Maya render the scene which 32bit map assigned. but i still see the error message. and the picture icon is black. is it matter do you think? is it fine leave it?

it REALY work!!! thanks Enigma. I have the same bug, but now
work!!!