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Help - Can't render displacements in MAYAMAN

Hi

I’m trying the model supplied by Pixolator, and something is very wrong.

This is the process I’m going thru:

  1. Import the OBJ file into maya, no separate groups.
  2. Create 2 spotlights on the model (just for making sure there is enough light :))
  3. Go to Mayaman option, add model attribute, and render as SUBDIV, and enable varying UV’s.
  4. Create a Lambert material, open in hypershade, open the shading-group, and add a displacement link to the TIFF file - inverted (and not inverted) in photoshop.
    Here I did 2 options:
    a. Convert to RGB
    b. Leave as is.

In the file attributes, I entered the value of 0.843 in the gain (I think, maya is not running right now).
5. Rendered in highest quality.

The result - a nice subd head, with no displacement.

I don’t know what I’m doing wrong :frowning: and the tutorials only refer to MR rendering, not PRMAN :frowning:

help… help… (begging)

kobi

i tried with maya mental ray and it works after i saw scott’s setting.
He set the alpha gain to 14 and offset to -7
hope this owuld be useful. I dont use prman, but i wish i do since i heard that it would be fast on that.

speed is the reason I want to ues PRMAN on this issue… I have a pretty big scene I can reduce to minimum size if I render in PRMAN simple objects with displacement…

Im not a shader guy so I cant give you
good info there. Have you tried to crank the
displacement value way up?

Are you using Mtor?

Dave

skycastle

Using MTOR dones’t help.
I’ve pinpointed the problem to be something about readin gthe displacement file.
If I give a ractal displacement, (or any other displacement) then it works ok, but when using this file, I get nothing usable. If I crank up the displacement to 20 and the boundary to about 50, then I get bloated lips and a weird mesh, but no fine displacement at all…
weird.

can you send me please your maya model?
[email protected]

thanks

When I use the maps in MTOR I have to
first convert the map to float.
Then Subtract .5 from the map and resave
as an RGB tiff. Then I convert the map
to .tex. Its this float map that I then use
through MTOR.
cmd:
txmake -float “.tiff name” “new .tex name”
something like. Check your Rat docs for more
info.

Dave

Remember to convert the TIFF to an IFF using FCHECK. Maya won’t load in the TIFF.

are you sure about the iff conversion?
won’t it loose the 16bit format?

edit:
maya automatically converts image to IFF format, otherwise it won’t be able to generate the swatches.

it doens’t work up to now… the annoying part is that any other form on displacement works - checher, marble, noise… everything else works, and the map supplied by pixolator doesn’t :frowning: