In the Export Options>File names dialog, make sure that the 16bit file format is PSD (as well as having the EXR option on in Displacement Options). The file will then be exported as EXR.
This bug will be corrected in the next release.
In the Export Options>File names dialog, make sure that the 16bit file format is PSD (as well as having the EXR option on in Displacement Options). The file will then be exported as EXR.
This bug will be corrected in the next release.
…many thanks! That generated an EXR. Apologies if this has already been
explained a dozen times, but I could not find any info either on the docs or
in the forums.
…so, er, obvious in hindsight…
so good
Hi there, the plugin is a nice feature, I have only one complaint.
It wont let me export maps if the tool has any hidden geometry. This should be fixed ASAP. The default ZBrush map export/generation features in the “Tools” roll-out allows you to create maps while you have hidden geom. This is important when working with tools/models that have a UDIM/Multi Tile UV setup. And splitting the model at the UV seems first before map generation is a problem because ZBrush always deforms the UV’s. I could split in 3DsMax as editable poly with preserve UV’s option and then GOZ to ZBrush. But the hassle factor of it all stops me from using the plugin in the first place.
I took a look at the scripts for Matcap Baking and think you should add this feature to the plugin since it is directly related.
Another cool addition would be a OSL input node via copy paste as text or load in as a .osl file to give added control and manipulation in baking. eg.: controlling the defuse channel as lambertian with SSS to generate a “Single Scatter” map for use in the Wikihuman 2.1 skin shader or the aLSurface skin shader for ultra photo realistic skin rendering results.
JayBass,
The MME plugin automatically handles export of maps for UDIM UV tiles; it’s partly what the point of it is. You don’t need to hide or split geometry.
As for your other suggestions, I will look into them.
I trield that and nothing changed. Every time ı export exr it doesn’t appear in the folder where I save. I really don’t understand why I can’t export as .exr.
Merge maps for all subtools isn’t working in 2018.1, but it is working perfectly fine in 4R8.
It will be fixed in the next update.
Thanks Marcus!
Hi there, any workaround for the mergemaps problem ?
Unfortunatly we should stick with 2018.1 at work for now and this is kind of a nightmare to merge maps by hand.
We have files that are working and other that are not, hard to find what’s making work well.
Some help would be awesome
Hi David,
I’ve sent you a private message.
I want to export a 8k Dis map of my 64M poly model. But it take me 4 hours or more to complete it. I know the reason maybe is complexity of my model but in the last summer when i bring my PC back to my country in summer break, it take me only 2 or 3 minutes to complete it (i don’t know why) . When i comeback the city it’s 4 hours again a
nd in the long time when i export map, my screen was useless, i can’t do any thing, when i turn off screen and turn it on : no signal untill the export’s progress complete, it’s long time to wait. And my GPU is GTX 1060ti 6gb, CPU is i5 6400F, Zbrush version 2022.0.5(i tried 2019 version but nothing changes). I need your help, thanks very much
I think you should update to the latest version of ZBrush.