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displacement in Maya

hello

I am having problem with displacement map in Maya.What I did on my model is just simple,I divide a couple of time and little deform some parts.By the way I have export a model with UV from Maya. and I make a displacement map like is written in "practical guide"But when I want to make a displacement in Maya with MR, I have attach the photo so you could see, there are some weird results,I have tried everything.Can someone please help me???

Did you flip the texture vertically? That messed me up at first!

yes I did.
I find a solution, you need to clean up model, than everything work ok.

But I have another problem, I can see the fine details???

Greetings
I am working on a step by step tutorial i will post soon ZB2 to Maya, and the settings i have found that work for Maya software render and MentalRay. Both renders have had decient results.
Here are a few Basic tips
In ZB2
:large_orange_diamond: Goto Lowest Sub Division Level And create Cage. (Level 1:6 as an example)
:large_orange_diamond: Tool>Disp>DPRes=2048 / Adaptive on
In the tutorials it says to use the “DPSubPix4” but the renders would have taken 170 min! …so use Adaptive ON. This will generate your map quik.
After the map is created,
:large_orange_diamond: Alpha>Flip V>Export .Tif Make sure to write down the Alpha Depth Factor.
:large_orange_diamond: Texture FlipV
:large_orange_diamond: Export .obj
Follow Steps from ZB2 Manual HAND Tutorial
Making sure to Create your maps Using ADAPTIVE=on Instead of the DISubPix 4.

In Maya, Make sure to turn off Feature Displacement.
This worked for me.

Good Luck!


:large_orange_diamond:

Sometimes you won’t want to create a new cage (or should I say most of the time?) because you don’t want to (or simply can’t) alter the original mesh. In that case, either make a morph target after importing an obj mesh and before you subdivide it, then when your done detailing it, select subdivision level one and restore your morph target, then generate the map. Or, if something goes wrong with that (and can if your not careful with the morph target switch button) you can always reimport your original undeformed obj mesh into subdivison level one, and then generate your map. In any case, there is a Z script tutorial you can watch on making displacement maps within ZB2 that covers some of what I’ve said, well worth a watch (several times).

thanks guys.
I know how to make displacement in ZBrush. My problem is that when I put they disp. in Maya I don’t see the fine details, I see only big one.
What I do wrong???



Check out this thread if you haven’t already!

displacement in external renderers

Here are some of my Head results. I used the Settings posted by: stefans

The Images are rendered in Maya Software Render, Mental Ray would not render for some reason. (i’m sure i forgot to turn something on, but not sure what!)


thanks sadicus I will try this settings and I will let you know…

what does bump.16 mean? I am confused with thay.
I can’t the displacment to render with software render,why?

I was using the Alpha Depth provided with the Head Test.
as far as the notes in red, that was just showing the types of maps used. MR would crash unless i used both maps as RGB.
Maya Software render seemed to work better with Greyscale Bump, and RGB Disp.

Maya Software Render:
Bump Map Greyscale 16 bit .tif
Disp Map RGB 16 bit .tif

Maya MR Render:
Bump Map RGB 16 bit .tif
Disp Map RGB 16 bit .tif

Maybe this is common Maya Knowledge, but this Displacement thing is new to me, so if anyone knows for sure please inform.

The sword test is killing me! I see all these cool renders, and all i get is a Baloon Sword! AND it looks like there is only Bump mapping.
Thanks!


"I can’t the displacment to render with software render,why? "
Make sure Feature Displacement is Uncheked (off) On your Geometry! I have forgotten about that and had a long render of nothing.

when we test these scenes are we using displacement only or we are using bump nodes as well?

do I have to change poly to sub when I import low poly model on wich I want to put displ. and than again sub to poly???

There are 3 Maya Specific Tutorials in the ZB2 Practical Manual. Start with the settings used there First. I have had some mild results with a combination of all three.
The Hand tutorial has worked the best for me.
I have Tried all three, none with desirable results.

I am using a Bump Map and Displacement Map.
It seems i only render Bump and no fine Disp detail. I Know i get Displacement, because i can see the geometry “ballon Out” :wink:
I am hopeing some fellow Maya Users that have had success will share the ZB2 to Maya work flow in detail.

I am posting results here as to not clutter up the pristine renders of everyone else who seems to know what their doing.

So you can expect a few more laughable image tests to be posted. :eek:

Hi,

could just somebody upp a full
maya file, people are having
a lot of problem with displacment
maps with maya. I’m one of them,
please just uploaded and share it to us!

thx

i feel as though i’m in a Maya displacement drowning pool. :eek:

I look forward to the Zscripts mentioned to help out with the different 3d apps, and Zbrush.

I must say i have put the displacement maps on hold, and have focused on the other cool tools…like the art Deco brush…endless fun.

any working sceen files for Maya would be Apprecciated. :wink:

I’ve found with Vray in 3DS Max that the scale of an object can greatly impact the values needed for displacement. The larger the object, the higher the values needed to see the diaplacement. Don’t know if that will help at all, but might be worth a try.

I have noticed the same in Maya. The ZB Head test I imported into Maya was Huge…! For some reason the models i have created in ZB2, always import into Maya relativly small. The Maps generated work for the current scale of the Model, If you resize the geometry you get some interesting exploding displacement. :eek:

I find the geometry explodes only if I scale the model down too much, at least as far as Vray goes. Even a displacement value of 1 can become too much.