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Pixologic Release - ZPipeline Guides

Where can i find a script for imf_copy utility for converting tiff to map format?

Hey Stavrev you can create a displacement map as a Tiff file, or Bitmap file in Z-Brush, or you can convert it in PhotoShop… Anyhoo you need to change it to an RGB map anyways if you want to use it in another 3D program…Good luck, hope this helps…D… :wink:

DaddyDylan is that you?

If yes,welcome Bro and thanks for help…

But a displacement map needs to be Alpha right?I don’t get it why RGB?

Thanks again Bro

Lookin forward to hear from you

Yes, it is me…how are you???
Now about the Tiff/RGB question, you need to convert it to an RGB map instead of Tiff, because the 3D program will not understand the Tiff format, this is in Max, and I think it is the same for Maya…Hope this helps…Good Luck…D;)

a .tif file can be RGB or Greyscale. RGB is not a file extension it only says that whatever file it is it holds a Red, Green, and Blue Channel. Max can read RGB .tif files, but not the 32-bit greyscale .tif’s.

Thanks for the help. It was my mistake to say that max can read 32-bit RGB .tif’s.

Ahh, Yes that is what I first thought, but then I read somewhere in this forum, that the Tiff file needed to be converted, in a (Photoshop) type program, to a (RGB) file or Red, Green, and Blue color scale format…(my bad for saying “MAP” in the previous post) if I am wrong please tell me, being that I really havent created a model strictly for the pupose of a Displacement mapping, I have only used a Head and Displacement map that someone else has created, and it worked fine, without changing the file format, and following those rules…When doing my head I have deleted the lower levels of the Sub-D’z, to get the poly’z up in the 2 million range. I will try to do a disp. map head…soon. I have found many different tutorials on this subject and they are all different… So I will be trying the one that I know works, and I will post it soon.
Here is my WIP Head…No Disp. map, just 2 million Polygons, and some minor detail… “Can there be such pain”? Hope you all like…:+1: :roll_eyes: :-1:…D…:wink:

Attachments

Persp_Opt.jpg

Checked out the thread and to my surprise there it finally is: Cinema 4D ZPipeline Guide. Thanks guys. :smiley:

I am trying the zbrush to maya… but when i do Create all… with the plugin then it asks me for a filename, and then it generates it… but the file is not created ?

I only get in my disk root 2 files called. Z-32.tif and Z-R32.tif both 48 mb but not the file i was asked for :confused:

Hmm when i try to render it with the Z-R32 file i get some pretty weird results :o
head.jpg

Those results are indicitave of an 8-bit image. Double check your steps and settings to make sure that 1) ZBrush is exporting a 32 bit map, and 2) your settings in C4D are rendering the 32 bit map. Also, don’t open your map in Photoshop or any other image editor, since it can’t read the 32 bit format.

:confused: hmm that is strange… it is actually a map file created with the tool in maya for mental ray.

The strange thing is though that it does not create a filename what i specified but instead it creates these 2 files:

In my disk root 2 files called. Z-32.tif and Z-R32.tif both 48 mb :confused:

Not quite true Aurick. I believe the latest version of Photoshop does, although I don’t use it. Gimp and specifically FilmGimp, will read them (handles all the highend film formats). Quicktime will also open them, Quicktime Pro will allow you to do something with them (but it’s not an image editor, but is part of many).

However the issue above is definitely from loss of data.

Yes I can view them in photoshop but not in windows picture viewer…

Yes, Photoshop CS2 reads and writes 32-bit formats.

Hmm it seems i had forgotten to enter the DbSubPix so that is why it didn’t work… though it still seems a bit wierd that it throws in 2 files in my disk root :s instead of 1 file what it asks for?

What does the DSubPix stand for actually? Is this the amount of subdivison where it will create a map for or something ?

pixelsoul - Please check your absolute path to the files. If there are any “-” in the path it will cause the behavior you are experiencing. MD2 parses the file name from the beginning of the string. Just choose a directory that does not have dashes in the name and all will be well. :slight_smile:

Remember, that you can use adaptive from the MD2 plug-in. Just press it in the tool palette and MD2 will use that instead of dpsubpix. You don’t really need to set dpsubpix to anything.

Cheers,

Ryan

:rolleyes: Hmm I guess I was wrong… the imf_disp.exe messes up the image when converting it to something that maya can read.

16 bit works ok… but with a 32 bit file it gives this error:

select -r blinn2 ;
select -r file2 ;
AEassignTextureCB file2.fileTextureName “E:/Z-Brush/Tools/dp_map_human_head/Z-32.tif” “image”;
// Error: Image conversion (to IFF) failed //
// Result: 1 //
// Error: Image conversion (to IFF) failed //
// Warning: Failed to open texture file E:/Z-Brush/Tools/dp_map_human_head/Z-32.tif //
// Error: Image conversion (to IFF) failed //
// Warning: Failed to open texture file E:/Z-Brush/Tools/dp_map_human_head/Z-32.tif //
// Error: Image conversion (to IFF) failed //
// Warning: Failed to open texture file E:/Z-Brush/Tools/dp_map_human_head/Z-32.tif //
// Error: Image conversion (to IFF) failed //
// Warning: Failed to open texture file E:/Z-Brush/Tools/dp_map_human_head/Z-32.tif //
// Error: Image conversion (to IFF) failed //
// Warning: Failed to open texture file E:/Z-Brush/Tools/dp_map_human_head/Z-32.tif //

There is indeed a - in the path so that why it would not save :lol:

Btw where is the adaptive setting in MD 2? Cause I can’t find it in the settings or manual :rolleyes:

It is in the Tool palette, Displacement sub-menu. It is not in MD2.

One thing to keep in mind is that md2 is a zscript that calls a .dll to perform certain actions: increase the displacement map to 32 bit…

If it has a setting in its menu such as DPSubPix then that setting will overwrite the setting that you have in the tool: displacement sub-menu. If there is no setting there then it will just use what ever you have set.

To explain this further, md2 uses a zscript command to generate a displacement map. That command would look like this: [IPress, Tool:Displacement:Create DispMap]

It might set certain variables before this, such as [ISet, Tool:Displacement:DPSubPix, 2]. These settings it would get from the MD2 interface.

Once it clicks Create DispMap though ZBrush will generate a displacement map with whatever settings you have active. In this case, Adaptive takes precendent over DPSubPix and if it is clicked it will use that method instead.

I hope that helps explain it. :slight_smile:

Best,

Ryan

Anyone have any experiences with ZBrush and Blender? Tutorials to post?