ZBrushCentral

Maya Displacement Issues (Resolved. See page 3)

I have to agree with you marco. My first tests after downloading the update looked great. I was however working with a model with emaculate strait edged uv’s. Since then I have tried throwing on automatic maps just for some tests and have also encountered some seams.

Sky Asay

Hey everyone. your friendly neighborhood displacement complainer is back with his stupid ONION. have been doing some maya rigids and now i’m back to these wacky zbrush to maya 2008 SP1 displacements.

working on a model imported from maya to zbrush than rendering back in maya. UVs should be untouched. Images for viewing. Approximation Node set to Spatial and .05 length, subd min 4, subd max 6. I was getting bad results until i smoothed the model in maya 1 time. This is the close i can get it to looking like zbrush

[onion_top.jpg]onion_top_maya.jpg

Note: i do not have a normal map setup for this. something is clearly wrong.

probably because your trying to turn an onion into a banana

displacements are not meant to preform miracles.

You have a form the going in 3 separate poles, XYZ all at once.

Displacements cannot do that. Limit your tests to coming straight off the form.

Use the layer brush to deform the mesh for your experiments.

Its time to let the onion go.

It will be ok hand me the onion.

Maybe you should try bowling ball or something. :wink:

this is the original maya model…

[onion.jpg]

this still means nothing with how the model has been edited in zbrush?

my poor onion…

And you ran this super sweet script by scott spencer?
I just ran a displacement without it and it did not work.
even with sp1

//COPY THE SCRIPT FROM HERE
// mental ray Subdivision Approximation script

// by scott spencer

//[email protected]

//converts all subdivision approximation nodes in the scene from CCMesh to subdivision surface as well as sets the option

// to use maya style alpha detection

optionVar -iv “miUseMayaAlphaDetection” 1 -sv 1 1; //sets maya style alpha detection - mthe same as

// checking the Alpha is Luminance box in the file node but this works for all displacements in the scene

string $selected[] = ls -type mentalraySubdivApprox; // selects each subdivision approximation node in the scene and adds to an arry

int $size = size ($selected); // creates the counter variable

for ($a=0;$a<$size;$a++) //increments thru the array

{//beginning of loop

string $name = $selected[$a]; // this variable accesses each element of select using $a as an index

addAttr -ln “miExportCCMesh” -at bool $selected[$a];

}

//END OF SCRIPT

cannedmushrooms. I didnt use the script mainly b/c i thought people were having good results with SP1. after using the script i must say that i am getting some much more reasonable results.

But regardless I think i’m going to turn down the deformations to an earlier version in zbrush just so maya doesnt struggle to meet the deformations.

Am I having issues b/c of the recess at the top that i pushed in further in zbrush?

would Normal Maps increase the accuracy to what maya can display of a zbrush mesh?

I made a simple test in maya 2008 ext. 2 ( which I did not understood yet if it contains SP1), and what I saw is that ccmesh does not smooth uv.
Simply, I made a cube with extra edgeloops near the main edges to crease the final subdivided mesh, so I can saw better how UVs are distorted.

From the results I obtain I think ccmesh uses linear uv.
Tomorrow I will make a test exporting a displacement with no “smooth uv” option checked and I will let you know the result.

Anyway I hope Autodesk will fix this bug as soon as possible cause ccmesh was about 3 times faster than old algorithm

I used the Scott script on Maya ex 2 tests a while back and it fixed the seam issue for me. Without it, it was as seamy as it was with maya 2008.

I’ve did a little messing with my mesh character, to where I’ve
deleted history… I’m sure I could have attached the approximation
to the old mesh some how, but generated a new one…

If you ‘Delete History’, you’ll LOSE OUT ON THE SEAM FIX (MEL Script):
addAttr -ln “miExportCCMesh” -at bool mentalraySubdivApprox1;

It was mentioned earlier to add this script to your shelf, but that’s no
help… Instead, Select your mesh with the approximation on it, and press
CTRL+A (Attribute Editor)… You’ll see a tab with the right name of the
approximation (eg. blah_blah_blah_SubdivApprox3; )

You must change the number after the ‘Approx’ to match the one applied to
your mesh…

Instead of jumping back to this forum every time I need that bit of MEL,
(-‘cause I be deletin’ some history now…) I just did a Create>Annotation
and pasted the script… It sticks with me now throughout my scene.

See attached image… Pretty handy…
Any-who…Take care pixol pushers!
~Drucifer

Attachments

APPROX.jpg

can someone just copy and paste what exactly i have to put in the MEL script… i get syntax errors when copying scott’s scipt i don’t know exactly where it starts or what i have to copy… plz thnx

wow marco your a life saver. this just fixed a major seam problem of mine.

thanx alot, and the problem was solved for me through this thread from the start. BUT is the same issue expected to occur in maya 2009 ?? …I didn’t upgrade yet to 2009 just because I don’t want to get this issue again…
thanx

Noxci I was using 2009 and it has still the same useful result. I hope it works for you.

Hey
does anyone know how to deactivate this script when its in a scene?
I tried the delete history but it doesnt seem to do it.

It looks like the seam fix is no longer needed with zbrush 3.5 r3 so I want to try rendering a scene using the other mesh method. I cant do it with a clean scene. Any ideas on how to disable the scott spencer script?

People i dont know what to do, i had tried every thing but i keep having troubles with my renders…
maya2010.jpg

the exactly procedure i used:
1.- create the model in maya and uv mapping (maya 2010)
2.- export obj file to zbrush 3.5R3
3.- export 32bits 2048x2048 displacement map (adaptative on, 32 bit on, dpsubpix 4, 3 channels, flip v)
4.- import obj in level 1 with single object selected.
5.-create aproxximation subdvi with max 5 min 3 and leng 0.01 (Spatial)
6.- create a lamber material and assing the *.map texture (converted tif texture to map with imf function)
7.- filter off the texture
8.- alpha gain 2.2 and alpha offset -1.1
9.- change the render to mental ray and hit render…

if its needed i can upload the maya file

PLEASEE HELP ME

:cry: :cry: :cry:

Attachments

zbrush35.jpg

Untitled-2.jpg