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Mental Ray Artifacts

Hey Guys,

I can’t quite figure out why I am getting these bizarre artifacts. In Zbrush, there appears to be nothing abnormal on the sculpt but when I render in Mental Ray I get this result. I’de tremendously appreciate any help you anyone can offer.

Stats:
-Rendering in Mental Ray with .map file coverted from .tif. (But have the same problem with the original .tif)
-Levels tweaked in Photoshop
-Exported in ZBrush using Multi Displacement 2 Exporter settings for Maya
-ZBrush sculpt is about 2.2 million polys.
-Applying Sub-D approx editor on clean OBJ mesh with setting to Spatial:
min=3 max=5
-Every other area of mesh, including the body works fine…weird
-When I apply the file to the BMP channel only, it works fine.
-When I render with Maya Software, it appears fine
-Render double sided is off on the shape node
-Feature Displacement is off
-Mesh has correct facing Normals

Thanks guys, Shannon

Question.jpg


Shannon Thomas [www.ShannonThomas.info](http://www.ShannonThomas.info)

[email protected]

I dont have maya, but it looks like you did a local subdivision of the model. Everywhere this subdivision meets the rest of the mesh it causes problems. I would subdivide the rest of the mesh to match.

Thanks for the quick responce. It makes sense what you said but there are a lot of other areas on the mesh, and all over the rest of the body where there are not problems at all. Strange.

Well, when I changed the mesh back to Polys and smoothed it to level 2 the artifacts disappeared. Strange that I have no problem with other areas when in Sub-D Mode. Any Maya users out there? Thanks.

Maya subd’s have always been problematic. The theory is clever, but the implementation has so many little ‘gotchas’ that people tend to avoid them. The main problems have been

-limited options for uv’s (unless you uv the poly cage before converting)
-slow skinning
-mystery construction nodes that get scattered everywhere
-limited mentalray support

Looks like you’ve been bitten by the 4th point. :slight_smile:

Rather than use maya subds, convert your shape back to poly’s and use the mentalray approximation editor to use native mr subds. Scott Spencer has written a fantastic tutorial for this, should answer all your questions:

http://206.145.80.237/zbrush/media/ZBMAYA-pipeline.zip