I was hoping someone might be able to offer some advice as to why my Maya displacement renders aren’t coming out as well as I think they should. I attached some images below. In MR, it doesn’t appear that the finer surface detail is showing up, as welll as the displaced geometry is kind of “pointy”, whereas in ZBrush those details are fuller and rounder. This “pointiness” is especially appearent in the characters abdominals, and under his rear shoulder.
Pertinant info…
System:
XP Pro SP 2
Dual Opteron 248
4gb RAM
6800 Ultra Card
Maya 6
Z Brush 2 w/MultiDisp plug in
Mental Ray SubdivApprox settings…
Method: Spatial
Min Subdivs: 4 (any higher MR crashes)
Max Subdivs: 9
Length: .001
Alpha Gain = 2.2
Alpha Offset = -1.1
Feature Displacement turned off
In ZBrush -
Hi Res Model = 3071488 polys, 3071490 points
Low Res Model = 3041 polys, 2960 points
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Rendered out Disp map in ZBrush at 4096, DpSubPix set to 4, R32 with Quick Code in pipeline document, converted to .map, (all other settings like in guide)
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Used level 1 base model exported from Z Brush as base mesh (in Maya, also tried adding 1 iteration of poly smooth to get rid of some triangles that were rendering funny). Base mesh was 3043 faces/5816 tris before polysmooth, 12002 faces/24004tris after (In Maya).
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No overlapping UVS (UVs done in Maya)
_ import option set to false
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In output window, triangle count (after render) including and excluding retessellation was 6145024.
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Dunno if this matters, but…
BSP Max Depth: 40
BSP MAx Leaf Size: 72
Average Depth: 33
Average Leaf Size:7
Render Global Settings: Size: 10, Depth 40
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the Maya/MR renders are done at high quality
also tried -
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On DispFile node: setting Filter Type to none, tried parametric setting (no visual difference but faster render) as per Pipeline tut, setting Filter and Filter offset to 0 (as per Alvarez/Gnomon video, to prevent possible blurring)
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Also tried adding Displace Approx node like in Scott’s older video tut and the Gnomon/Alvarez video. Settings were the same as SubdivApprox settings. Didn’t really do anything except speed up the render.
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Adding another level of Polysmoothing which just decreased the amount of Min Subdivisions I could use before MR crashed
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In Render Globals > Memory and Performance, set Physical Memory to 2000, about half of physical memory on machine (according to another MR Gnomon video)
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Rendered with one directional light with raytraced shadows
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What should the settings be in the Tool: Displacement settings when using Displacement exporter?
I can’t think of any other info I should post at the moment, but there’s probably something I’m forgetting. On the following images, the renders on the left side are MR, and on the right side is ZBrush for comparison. I also included the Maya wireframe just in case. So any advice or anything would be greatly appreciated as I’ve been at this for the last few days and I’m kind of out of ideas. Also, thanks to Scott Spencer for his time and efforts, as well as the rest of you who help people trying to learn this stuff.
http://www.trevorsart.com/HogBackRender.jpg
http://www.trevorsart.com/HogFrontRender.jpg
http://www.trevorsart.com/HogWire.jpg