ZBrushCentral

Multi displacement type plug-in for zbrush 4?(answered)

Hello Pixologic and fellow Zbrushers.

I have made an object that has one single mesh but has separated the uv parts into multiple UV spaces like shown here.

http://www.pixologic.com/docs/index.php/ZBrush_To_Maya_Displacement_Guide#Multiple_Displacement_Maps

Just like the dog example I have multiple uv spaces alloted on a single connected mesh. The main issue I have now is that a major step in the tutorial uses multi displacement 2 plug in MD2. I know there was even an MD3 at one point. Is this available in Zbrush 4 yet or is there something that does the equivalent? Thanks.

zbrush 4 can create your displacement maps with multi UV regions now. So there isn’t a need for the plugin.

Is there a tutorial on the current process? When I try to export a displacement map there is only one map made and it has all 9 uv together on one map on top of each other which is not usable.

It should output 9 maps right?

Probably this help you:
http://www.youtube.com/watch?v=Jup3hQW5fqo&feature=related

and this is specific for MMED from Screenwriter805

http://www.youtube.com/watch?v=CHAfcIihcDU&feature=channel

You need the Multi Map Exporter, available from the Download Center.

Thanks for the response. I will get the multimap exporter… eventually.

I haven’t been able to download it for two days because the download times out. Probably due to the zbrush download fiasco.

Any mirrors for it?

There are no mirrors that I know of.

Ok so I downloaded multimap exporter and tried it out and it did work as advertised. I now have nine separate 4k displacement maps
. one for each uv tile on my model. Score! :smiley:

But… :confused:

Now my problem is in the incomplete information on the web on how to utilize multiple displacement maps on a single mesh with separate uv tiles in Maya.

The tutorial I linked to said to apply the displacements to the uv islands by selecting them in the uv window > convert selection to faces and then applying the displacement shader. Then I can have a single displacement shader on each uv tile. There is critical missing information here. Even the pic does not show the real connections in the hypershade.

When you apply a single shader to each UV tile of polygons, like say a phong, you will get separate shaders for each part which is good.

The problem is that when you graph materials on selected items (the whole mesh) you will see all the shaders but only one SHADER GROUP.

This is critical for displacement map usage and I’ll tell you why. No matter if you are using mental ray or vray or final render or renderman, ect., you need a shader group to plug a displacement shader into. If, like the bulldog tutorial here at Zbrush site I linked to, you just apply a displacement shader to each uv tile it will kick the phong shader off the model and apply the displacement shader in its place. So when you render in mental ray the plygons wont be visible. So you go back and apply the phong shaders to each uv tile area and they all show up but now you will only have one displacement shader attached because there is only one shader group with a displacement slot.

Now, say you wanted to use layered texture to apply all 9 displacement maps. The problem here is that if you use the “wrap u wrap v” on the texture locater node method (like the tutorial shows) for getting the texture to continue on down the UV tiles in the UV window you run into another problem. How do you keep all the textures from repeating on top of each other? Is there a way to say to each texture "only show up between uv space 2-3 per texture?

This is where I am stuck currently. I can’t figure out a way to have 9 displacement map shaders attached to a single mesh that also has 9 phong shaders as well due to the shader group limitation.

I am not aware of a way to have 9 shader groups on one mesh.

Thanks for any info. This kind of displacement map setup is not well documented on the web at all.

Ok, so when you assign the shader to each UV tile set of polygon islands it actually is creating a shader group for each material you assign. You will not see this shader group in hypershade when refreshed.

You have to select your mesh and then use the hypergraph connections window. This will show you all the shader groups at one time. While in this window I selected every shader group together then refreshed the hypershade using show inputs/outputs button.

Then I could see all the shader groups in the hypershade at which point I could assign each material/uv tile its own displacement shader connected to a unique shader group node. Then I used the approximation editor to create the mental ray displacement and had a successful render.

:cool:

I’m glad you got it sorted and thanks for the information. I’m sure others will find it useful.