ZBrushCentral

***** Generating Displacement and Normal maps in the next ZBrush version

Hi :slight_smile:

Since there is a lot of interest in the process of generating displacement and normal maps in the next ZBrush version, I have composed the following image which explains the process…

As you know, the currently-available version of ZBrush (v1.55b) already enables you to add fine details to dense 3D meshes. The next version will build upon this capability by introducing new features which enable you to work with even denser 3D meshes – either ZBrush-generated (such as ZSphere models), or imported from other programs.

Those who plan to incorporate high-res meshes into native ZBrush artwork can incorporate them ‘as-is’ without further processing. Those who plan to export to 3D animation applications, and are interested in achieving these kinds of high-res details, can take advantage of new ZBrush features which extract the necessary displacement and/or normal maps appropriate for their animation package. This will allow the animator to use a low-poly mesh which exhibits the fine details of a very high-res mesh when rendered.

For more examples, see Dave Cardwell’s (from Weta) work posted in this thread.

About Normal-Maps: The next ZBrush version will be able to generate normal maps for all 3D meshes; the currently-available version (1.55b) can already create normal maps of intricate – though mostly flat – surfaces (for such uses as in game environments: floors, walls, ceilings…). See this thread.

The next version of ZBrush (a free upgrade to registered ZBrush users) is currently in an advanced stage of development. We are not yet announcing its release date, but you can expect it sometime in August or September. Further information will be posted as more developments arise.

Have fun ZBrushing :slight_smile:
-Pixolator

Ooh, you spoil us Mr Pixolator :slight_smile:

I’ve already postponed several projects to make use of the new features, so those words “advanced stage of devlopment” are music to my ears.

Looking beautiful :+1:

This is beyond amazing! :+1: :+1:

I’d never have believed it would be possible to so fully interact with a 3D model… on both the millions-of-polys side and the detail-painting side. :slight_smile:

It leaves me in awe. Bravo, Pixologic!!! :smiley:

Revolutionary to say the least.

Keep up the great work Pixolator!

regards,
Zendoftheworld…

Incredible! Would it be possible to show us how these low-poly models with displacement maps look when animated/deformed? I mean, can a person just bone/weight/skin the low-poly mesh and still get clean deformations in the mesh+displacement map renders? Thanks

Hi Hookflash. That’s actually the point of displacement and normal maps – to allow you to animate a very low resolution mesh, yet render it so that it looks like the high resolution mesh. Because it is a render process, the result is very low computer overhead and faster workflow.

Hookflash,

If you click on Pixolator’s Gallery button, you’ll find a dinosaur animation done using these features.

That’s great news! I’ll have to wait until Sunday evening to get a better look at the picture though because I’m away from home for the weekend and am stuck with my puny Pocket PC for the weekend.

With ZBrush being used for some work on “Return Of The King”, you can’t ask for a better advertisement than that! :slight_smile: :tu

Hi Hookflash,

Precisely - the main benefits of using these maps (normal and displacement) is so that an animator can sue a low poly version of a character, which gives fast interaction when posing etc.

The rendered result is the highly detailed version of your character.

See the upcoming issue of Highend Magazine for an review of this technique. Or you can see my website for a high level overview:

Zendoftheworld’s Homepage

Regards,
Zendoftheworld…

This is quiten amazing to see. Thanks for sharing with us. :smiley:

Although this is a very wonderful function a feature of ZBrush, I believe only very high end applications can support the use of high resolution displacement mapping. Does anyone know any low to medium end applications that will support this technology?

Greg Smith

Thank you for the insights Grand Master Pix! It looks like some of my WIPS may make it off the Island of Lost WIPS thanks to these new features! :+1:

Wow, that is wonderful! :smiley: :+1:
Now if I just had the skill to be able to do that… :wink:

This looks wonderful Pixolator! :slight_smile:
Are you going to be at Sigg next week and if so, are you going to be showing this??

Thanks!

Hi Bruce, the whole extracted displacement gig is still very new… you may have to wait a while for this method of working to trickle down into lower tier, push button software.

Zbrush (with the beta) is letting you produce more detail then you can manipulate in highend 3d software, and more subtlety then you could ever paint into a displacement map. this is mind blowing stuff.

If you aren’t afraid of getting your hands messy with a little renderman shading language you could have a look at the AIR renderer (http://www.sitexgraphics.com/html/air.html) or the open source Aqsis renderer (http://www.aqsis.com/)
I believe these both have a better displacement method then the maya renderer does. If you want some resources on getting started with renderman language then just yell, the simple stuff (like a basic displacement shader) is rather straight foward

-James

ps. hey dave!

right. found it.

have a look at Malcolm Kesson’s great site, his cutter software is a must for writing or hacking apart shaders or mel code.
http://cmpa.ca.scad.edu/faculty/kesson/Ca301/

If you can catch Malcolm on the conference circut, he gives a great shader writing tutorial

Poser 5’s Firefly renderer is actually a micro-poly renderer, and has a displacement channel. So there is at least one low-to-mid range application that supports the technology.

First off, amazing as always Pixologic! :+1: :+1: :+1:

Second, as to other, lower-end apps using such displacement, couldn’t a plugin be written to allow such a thing. For C4D or Max?

Oh Magic! Really Magic! How in the world can you top this one in upcoming versions?
:+1: :+1:

Also I noticed the unwrapped 16bit displacement map isn’t AUV-tiled! Sign of things to come??
Upham :slight_smile:

My belief is that society should give very large prizes to innovators like pixologic. Scientists and Politicians are lauded for qualities of mind and for achievements that scale (at least in terms of difficulty and endeavour) to insignificant fractions of the accomplishment inherent in something as magnificent as zbrush.

We should be naming schools and streets after Pix and Co. Such people are the role models I’m interested in, books and documentaries anyone?

I hope Pix and Co get very very rich, I’d feel anything else to be horrifyingly unjust.

cha cha cha

Oh god I can’t wait. I have just been trawling through this process the long way and having limited success.

check it out.

Well done Pixolator from a complete convert.

Grassy Noel