ZBrushCentral

hair rendering problem

i used shave and haircut plugin in maya to make a hair …i exported it as an OBJ file to zbrush …but the thing is when i render it the whole hair can’t be seen …the hair looks like a dotted or somthing ugly :cry: :cry: :cry: the edges of the hair can’t totaly be seen …i rendred in zbrush so plez tell me what should i do for it …plezzzzz thanx in advance :slight_smile: :slight_smile: :slight_smile: :slight_smile:

It could be anti-aliasing problems, it could be that a texture is applied to it, it could be there’s problems with the mesh itself, which shows when sub-divided, it could be shadow problems. I think you are maybe a little too optimistic to expect the same quality render as the Shave and Haircut one - it uses its own special rendering engine.

You could try rendering in Maya then compositing the hair over the head in Photoshop…but of course this would mean having to render your head externally as well.

thanx man thank you very much but i get the whole mesh inta another 3d application like max and maya it’s getting slow :cry: :cry: i’ve got 512mb ram and 3.2 processer is it enough to export the mesh into those softwares…totally i contains 690000 polys

Sorry to hear that, agrmrs, you could try mrproxy files? I use them a lot to get big meshes rendering. Might be worth a try.

Of course, it would be great if there was a special ZBrush plugin for Max that did a proxy of the ZBrush model in Max…well I can dream…maybe with ZBrush 4…

thanx dude :slight_smile: :slight_smile: :slight_smile: mrproxy is a plugin? isn’t it…where can i get this… :slight_smile: :slight_smile: :slight_smile:

I don’t know about Maya, but in Max 2009 it’s built into the app. It’s probably the same with new versions of Maya so check the docs.

With your system specs, you may need to delete the non facing side of your model, in ZBrush, before you take it into Maya for the conversion. The achiles heel of the mrproxy process, from my experiences in Max, is that you have to take the mesh into Max to do the conversion to mrproxy. Obviously this means that I often have to break the model up into chunks, as Max bombs on my system with objs over 1 mil polys.

I have not found any way to convert it externally, though I heard XSI has a tool for this.

I don’t know how Maya works with mrproxies, maybe a maya expert can fill you in.

thanx dear thank you very much :slight_smile: :slight_smile: :slight_smile:

friends plez help me :slight_smile: :slight_smile: :slight_smile: :slight_smile: i haven’t got a solution yet so plez help :slight_smile: :slight_smile: :slight_smile:

i created a hair with maya and exported it to zbrush ,but when rendering i seems ugly …and broken edges :cry: :cry: :cry: …i doubled the resolution but it was still the same :cry: :cry: :cry: …so plez help me to render this…is there any script to render in highquality…i can’t export it to max or maya caz it contains 690000 polys and the machine gets slow down :cry: :cry: :cry: so plez help me

I don’t think you can do this. Maya hair is based on NURBS curves, when exported, you’re not getting ‘hairs’ at all.

If you are looking for realistic particle hair, you are not going to be able to do it in Zbrush (as far as I know).

thanx man i realised that :slight_smile: :slight_smile: :slight_smile: