ZBrushCentral

Multiple Displacement chain Tutorial

Am I the only one trying to create a displacement chain that works in maya the way a normal map/bump map chain works? The sort of chain you can hook up to set driven keys and add in a little bit of each displacement map when needed? I’ve heard a lot of suggestions from chaining the alpha offsets in the color balance to using a layered texture node. Those do work but only with procedural and color based inputs in maya, we’re dealing with alpha here. I found that with these flawed techniques that I could only push out displacement but not push in. But this network does both, adding positive and negative displacement.

NOTE: This uses that free 32 bit displacement exporter plugin that the good folks at pixologic have posted on their website. AND… this is all rendered in mental ray.

STEP 1. GET THAT ZBRUSH 32 bit exporter from their website and install it.
1export.jpg

The SetRange is the first part. It converts the file to maya’s displacement standards. This is so you no longer have to screw with the alpha gain and offset in the color balance of the file nodes (no more of that crap). Then it goes through a multiplier node used only as an on/off switch, and then they’re all added together with the add node. If you’re going to ask, I tried using the alpha gain for adding in the displacement but doesn’t seem to work accurately with these zbrush exports. All you have to do is slowly increase the Input2 in the multiplier nodes from 0 to 1 to get the slow push in for each particular displacement map. Best thing to do is to hook this up to a GUI with an up and down bar (made of square curves) through set driven key and looked at from a front view camera, moved far away from the scene. Another thought is to make a bogus blend shape and use the up and down bar of that to drive the adding in of each map also. From here (if you only have 3 displacement maps) you can either cut to the chase and plug the output3 X of the add node to the displacement of the displacement node, OR…(if you have more then 3 displacement nodes) throw another add node on the barby and add two adds like the still above, and then…. plug the FINAL output3 X of the add node to the displacement of the displacement node. And so on and so forth. The add node only adds 3 nodes at once. Final touch, middle mouse drag your displacement node over your desired material and choose displacement map. Now assign the material to your object.

STEP 13. Remember I mentioned that bounding box option pictured in step 10. Well re-select your geometry and set that bastard high, really high. It’s basically limiting how far out your displacement can go. When your geometry gets pushed out too far (sometimes your layered cake can get out of control) it “hits the wall” and your displaced object will look like it’s covered in tree trunks. Usually all you need to do is hit that calculate bounding box scale button at the bottom. The number that gets calculated is usually good enough but if you get that weird decapitation effect on your displacement, then double the numbers to insure no cut off during render time. Honestly I don’t see why you can’t just put all three input boxes to some ridiculous number like 1000,1000,1000. I haven’t seen any performance issues as yet so go nuts.

Now you can go into your render globals for mental ray and up the ante. You can also raise the settings in the mental ray approximation node attached to your geometry for finer detail. I recommend using maya 7. It finally got its act together with mental ray. Still buggy, but the renders are solid now and if you set your shadows right for lighting you shouldn’t get artifacts. I hope this opens a door of creative opportunity for you all. It would be cool if someone could do a tutorial on HDRI, SSS, and compositing HD footage integration with CG. If this shader network can be compressed (I’m sure it can), just let me know. Remember, we’re here to help each other.

Enjoy.

Matt Skonicki

Cinematics Character Artist

Midway Games

[email protected]

Attachments

12network.jpg

11aproxeditor.jpg

10uncheck.jpg

9transfertomap.jpg

8prompt.jpg

7whereat.jpg

6savefile.jpg

5multioptions.jpg

5multi.jpg

4switch.jpg

3model.jpg

2storeMT.jpg

Thank you for taking the time to write this! I’m sure many people will find the info quite useful.

Hi Matt,

Thanks a lot. I will definitely give this a try.

My professor and I have been going crazy trying to find a way to setup Mental Ray to render good, efficient displacement maps from ZBrush.

I will send him a link to this tutorial. I personally did loads of tests and still don’t understand how Mental Ray is executing the render and in what order (hide faces, subdivide, then displace???)
I might post some of my test renders here. But I have to sleep for now.

BTW, will you be attending the Midway Student Open Portfolio Review and Critique on Tuesday, Feb 28th?

-Takroony

Where’s that at? I’d sure like to go. I take it you’re a illinois institute of art student, or maybe columbia. By the way, i’m not sure if the jpeg’s I posted are working. I threw them on blogger.com and that has to be the worst free website service I ever used. If the link to the pictures aren’t working just right click on the dead picture node and copy the link, especially the last link, it’s the shader network. Do you have a reel online? We’re hiring like crazy still. I know our cinematics team could really use a shake and maya fluid/particle guy for fx compositing right now. Let me know where and when that events going down. Midway is an awesome company to work for. There’s little pressure and no stress and they try to keep their workday at 8 hours. Not a single complaint and a great company to start out at.

[email protected]

I’ll try and fix

I dont surpose you could finish step nine where you say "Navigate to the folder where the .tif file is located and write the following. "

Write what??

:smiley:

Hello Matt,

Actually I am from DePaul University. Great university, wonderful professors, and in the heart of Chicago.

I am studying both Animation and Digital-Cinema. I love modeling and animation, but I am more interested in the art of telling narratives on screen. I really enjoy shooting and editing live action footage.

Anyways, the Open Portfolio Review will be held on Tuesday, Feb 28 th from 5-9pm. Where? I am just assuming at your headquarters on West Roscoe.

Here is the flyer that Carrie Fowler (Staffing Specialist) sent us at DePaul.

Midway_Portfolio_Review.jpg

As you can see, it mentions that someone from the cinematic department will be there. Hey, It might be you!

Take care,

Takroony (hamzah)

none of the images are working for me. though this seems very helpful! thanks for this, hopefully I can few it later :evil:small_orange_diamond:+1:

Hell, nobody tells us nothing. Sounds like alot of fun, I’ll have to stop by. I work till 6. Whatever you do, don’t become a game tester, ever see clockwork orange, the theatre scene.

If you have a reel put up a link. If you’re not a talker, bite off more then you can chewer, or a lazy pothead who uses phrases like “well I haven’t really done anything in a while with maya”, you have a good chance of getting in with a decent reel. They usually hire their interns, maybe we can get you in on a summer internship, it pays 10 bucks an hour. There’s a zero BS factor here which is cool.

Hi lepointefilm. Sorry but couldn’t see your Images. Could you please load again.
I’m interested in this Tutorial.

Thnx 4 sharing.

xbo

Pictures should be in the right place and all posted. My apologies, if you have any questions, just let me know.

I’d also like to mention that if you are using the MOVE too to morph your geometry be careful. It’s been suggested that you use a combo blend_shape of the slightly morphed level 1 mesh (instead of using that morph switch option) and the displacement map that was created from it. Displacement only pushes out and in, not side to side, if you get my drift. So for you geekers out there, when making multiple maps, just import the same starting mesh, model away at the subdivision level 5 or 6, go back down to level 1 and export your obj and accompany it with an exported 32 bit file as well. Then in maya to get the most accurate renders, you would create blend shapes for each OBJ and you would set up driven keys where the blend shape bar is driving the mulitiplier on/off switch (0 being bar is down, 1 being when bar is up) to drive the corresponding displacement map it belongs to. Phew… bring on zbrush 2.5 already!

Hello Matt,

Thanks for fixing the pics. Now things make sense.

So you have to export a new displacement map for each blend shape? Is it because you fear that the side-to-side vertex movement will affect how the displacement map will be applied?

Each blend shape requires a new OBJ and a new displacement map, why? Please explain more.

BTW, I do not have my “good” reel online, but I can show you some of my work on the Portfolio Review event. Sure, a summer internship sounds interesting. One of my old classmates is actually working now at Midway, and he got the job because of the summer internship. I guess they really like their interns at Midway.

Thanks a lot,

Takrrony (Hamzah)

As far as the side-to-side, yes, that’s why for every “BLEND” you need a parallel driven key where it morphs into a blend shape created from the exported (slightly alterated) OBJ, and the displacement map created. It works pretty well. If you have any problems let me know. What’s your friends name who works here. I probably know him.

Thanks a lot, I will give it a try.

My friend’s name is Xiaoyu (pronounced Cha-you). It think he is doing modeling and rigging of some kind. Ask him if he knows “Hamzah” and he will tell you all about me.

Take care,
Takroony

PS. My real name is Hamzah. Takroony is just my user name in ZB central.

He works on the stranglehold team. I’ve never met him in person but he email me with changes and so forth to models. Must be very talented if he’s on the stranglehold team. I mostly do rigging for the stranglehold game.

im getting this error when trying to convert my .tif to a .map.

" IMG 0.0 errror: shape1.tif: can’t open file for reading (the system cannot find the file specified.)
MAIN 0.0 fatal: imf_copy: cannot open shape1.tif

i have the cmd prompt in the correct folder.
my files where exported as shape11001-D32.tif and shape11001-r32.tif.
i tried the process with the exact original names, ive tried by renaming to shape1D32.tif, and shape1r32.tif, receiving all the same response.

anyone have any ideas

thx. MIke

ps using maya 6

I get this alot, just rename your file with a .map file, or without the extention at the end. Make it simple like easy.map

Then do it a few times, if you still have problems, email me a screen grab at

[email protected]

My fault, .tif, not .map. Sorry having one of those days. Just rename the file (the biggest one) as easy.tif then do the command prompt.

i sent you an email wiht the screenshot from the cmd prompt and shots with my file names, originals and copies

ths
mike