ZBrushCentral

Help...Displacement and Tri's.

When I imported my model from Maya to zbrush I didn’t realize that later on, with Mental Ray, I couldn’t have any tris. I only have a few and I would have used the tri2quad thing when importing it had I known. Anyways, I spent countless hours creating a displacement and painting the model. I used adaptive uvs for the uvmap. I was wondering if there is anyway I can fix those tris without needing to completely redo the displacement and texture map.

Thanks,
-Matt

if you are using the subD approximation node for MR you can set converet tris to quads in those options, have you tried that, I have had success with that before, it may be the other way around but it will work and there are only 2 options, tris 2 quad, and quad to tris, its under convert I think in the SubD approx node.

Thanks alot. I didn’t notice that as an option. I’ll have to check it out tomarrow at school.

You are saying that is in MR? Mental Ray? Does Zbrush have a conversion tool like that? So once it is in you can convert tris to quads? Thanks.

not that I know of(turning tris to quads in Zbrush), but of coarse any model you bring in with Tris will be all quads as soon as you subdivide once( so all quads on level 2), one of my practices is to use Level 2 as my base meshes after sculpting, one its more conformed to your final scultp and the displacement is usually render more accurate and 2, any tris will be converted to quads so you mesh is all quads now.

I could definatly try that, too. It’s not going to matter that I rendered out the displacement map at the first level will it? I don’t see how it could.

Yeah if you render out a displacement map on level 1 and then apply it to level 2 you will get considerable extra displacement in your render, look at your mesh when you swtich from level 1 to level 2, see all the shape/volume that is added, thats in your disMap since you created it at level 1, it took the deformations that happen in level 2 into account, so if you render level 2, be sure and calculate your dis map from level 2 as well.

Hmm, I stil can’t get it to work. I keep getting:

mental ray: got 8 satellite CPUs.
SURF 0.0 error 391083: invalid topology, quad face 4047
SURF 0.0 error 391081: invalid topology, quad face 4048
SURF 0.0 error 391083: invalid topology, quad face 4048
SURF 0.0 error 391081: invalid topology, quad face 4049
SURF 0.0 error 391081: invalid topology, quad face 6407
SURF 0.0 error 391083: invalid topology, quad face 6408
SURF 0.0 error 391081: invalid topology, quad face 6408
SURF 0.0 error 391083: invalid topology, quad face 6409

and it doesn’t even attempt a render just pops up my last successful one, usually a test render with mental ray before applying the Disp map.

Any ideas?

then you must have some illegal geometry on your mesh , if you run poly cleanup from Maya it will flag faces that are non-mainifold, lamina and stuff like that , it wont export to mental ray if these types of errors are present.

Well, it does render in mental ray before I add the displacement.

hmm so it renders fine in Mental ray as WITH the SubD approx node, and when you appy the displacement map it messes up, so it must be a problem with the displacment map, my guess is its a formatt problem but that doesnt make sense cause the error is reporting a problem in the Geometry, I dunno without having more info.

Okay. So I was messing around with the cleanup just trying to double check everything I found a small amount of Nonmanifold geometry on my characters calves. I had modeled some tines that stick out of them and then inbetween the tines I wanted it webbed so that it looked like fins. So I pretty much just made a plane and merged the verts inbetween the tines. I think that caused some confusion when zbrush reinterperated it when I imported. Anyways, I ran clean up on it and now I am getting some pretty good renders.

[color=black]Ktaylor, I really appreciate your help. I couldn’t have done it without you. Thanks for sticking with me. I checked out Red Fly Studios, seems like you guys are doing some really cool stuff. If you’re ever looking for an intern or a junior animator let me know at [email protected]. Thanks again for being so helpful.

Cool man glad you got it worked out! Yeah were really small right now but you never know!

i have fixed it!!thanks!