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Questions and Troubleshooting for Displacement Exporter

I find out that I receve this atricatr when I work in projection master, I am confused why…

Also I don’t know how to make a look and this see small details in render , I did’t everything is writen in pdf but ca n get fine detalis with MR, can some one help and tell me what are the options for MR for geting nice details, I mean I try everything :frowning:

help guys

i try to make my map(s) according to Scott Spencers Zrbush to Maya PDF guide. my settings are all the same as his, yet this is the result i get:

HardWorker7-R32.jpg

Can anybody tell me why and how im to fix this in order to get a proper 32-bit displacement map?

Using Mac OS X 10.4.3

i try to make my map(s) according to Scott Spencers Zrbush to Maya PDF guide. my settings are all the same as his, yet this is the result i get:

HardWorker7-R32.jpg

Can anybody tell me why and how im to fix this in order to get a proper 32-bit displacement map?

Using Mac OS X 10.4.3

Dont know if it matters at all but all my textures use GUV Tiles. Thanks

fanmap529 -

Please download the new version for the Mac here: http://pixologic.com/zbrush/class/roadmap.html

This should solve your issue. :slight_smile:

Ryan

i dont know if its just me but when i click that link, the only file in the resulting package is a PDF, which i already have. There is no .zsc plugin file, or Data file. Is it just me, or is that the wrong link?

hello can anyone help me? aurick, pixolator, anyone?

fanmap529 - I just tried the link and it comes with a pdf and a zsc file as well as a data folder. here is the direct link: http://206.145.80.237/zbrush/zbcfiles/DispExporter%20RevD.sit

:slight_smile:

r

how big is your file? my download says 686 kb, and it only contains the pdf. I tried the link like 10 times with the same result

I don’t know why you’re having trouble. I just downloaded the file using the link that Ryan gave in his last post and got a 686kb file. When the archive was extracted using Stuffit, it gave everything that was supposed to be there.

Picture 1.jpg

This is the outcome of that link.it says 1 item: the pdf. Am i supposed to be using something other than stuffit to open this file?

fanmap529-
please email me at [email protected] and I will send you the zsc and data folder directly. I would tonight but they are on the Mac at work. :slight_smile:

Ryan

i got it to work only after downloading it to a windows machine, then networking it to my mac. dont understand this silliness one bit

Hi,

Here is mey problem:
I used a regular workflow for creating a displacement map with the new MD2 plugin discribed in the great PDF from Scott Spencer. Creating a 4k displacement map i got no problems and it rendered great in Mental Ray.
Here’s the first displacement map:
[good.jpg]bad.jpg
And when i render this new one on my same model i get a lot of artifacts.
I’m kinda new to zbrush so I was wondering if it’s possible to use a saved ztool again to make sculpting changes and generate new displacement maps from there.
Thanks a lot for your help.

Greg

Hey Greg,

aafter you made modifications to your ZTool did you go through the same steps of generating the map with MD2? Basically you would need to follow the whole process again to create and export a new map.
The brighter areas would make sense if the elevation was changed on those features but it does appear a bit extreme. I suspect something in the export process, you may be getting a 16bit map by accident…

Thanks,

Scott

Thanks for your help Scott,

Well apparently it was something in the process for generating the new ma o indeed. I tried again later and i just loaded the original obj from Maya at subdivision one level and this time it worked.
I’d like to also thank you for your great pdf…this method works really great with Mental Ray for Maya, i obtained really cool displacement results.
Well i hope I won’t get anymore troubles with that.

Thanks again,

Greg

Hello, I’m new to ZBrush and have been using Scott Spencers Maya to ZBrush guide (immense thanks, Scott!). I created a base mesh in Maya with multiple UV regions, did some ZBrush sculpting and ran into problems generating the Displacement Maps. The consistent crashes were a start, but in addition long “streaks” were appearing consistently across the top and bottoms of consecutive maps generated prior to crashing, and after a whole lot of reading on the site I realized it was very likely overlapping UV(s) causing the problem. I managed to find one overlapped UV so I exported my SDiv 1 sculpt as OBJ and fixed it in Maya, then exported it back out as an OBJ file. Unfortunately, I have not had any more success using the fixed model for displacement map generation.

I’m obviously doing something wrong, but I’ve been looking at this problem too long so I’m sure I’ve lost sight of something obvious in my workflow.

I have been loading my ZTL file with the nice sculpting in it, drawing that on the canvas without going to higher resolution (but entering transform mode to orient it towards the screen), then using the Tool->Import to import my UV-fixed OBJ file at SDiv 1 level as the base mesh for generating UV maps. Is that the correct process to follow? I still have the same problem as before: ZBrush crashes at the same spot every time (8th UV map), and most of the maps generated prior to crashing (maps3-7) still have that streak in the same place. UVCheck does not pick up any bad UV regions on any of the groups, so now I’m very tired and confused.

Could someone please outline the proper workflow for creating displacement maps using a UV-corrected OBJ file as the base mesh for a ZTool that was sculpted using the original, uncorrected mesh? We’re talking about a single UV point that was overlapped, so I sincerely hope that hasn’t made the hours upon hours of sculpting worthless to me now.

Thanks for any assistance you can give me!

If you are still crashing on one of the regions then it is almost certian there is another overlapping UV. You have the right workflow to import the mesh into Maya, correct, export, and reimport into ZBrush. The slightest overlap is enough to cause a crash and MultiDisplace2 is far more sensitive to this than the standard tools>displacement method.

Can you post an example of the streaking map?

Thanks,

S

Hi Scott,
Thanks for the feedback on this problem. From my reading in this forum the consistent crashing points to more overlapping UVs, but UVCheck doesn’t highlight anything out of the ordinary. I’ve used UVCheck on each polygroup, and after rotating around each to check for red I’ve actually used Crop and Fill to drop each texture map onto the canvas to search for any red. Nada. Is there a way to change the warning color to, say, neon green? I suppose another good question would be: are there conditions where UV overlap is so finite that UVCheck cannot provide a markup display for it?

I’ve been checking my UVmaps in Maya, and nothing seems out of the ordinary there either. Sure wish Maya had an “overlapping UV points” checkbox in their Polygon Cleanup options.

Attached is an image of the streaking I am seeing in my maps (levels adjusted for visibility).

dmap_problem.jpg

Try selecting the faces that nake up that polygroup in Maya. Automatic map them and export the mesh again. Try an dgenerate the map.

Another issue that can cause crashes like this is nonmanifold geometry. It sounds like you already cleaned the mesh though so those are prolly not an issue.

Keep us posted,

S

It’s definitely overlapping UVs somewhere in the UV layout(s). I take some small comfort in knowing I had pondered something along the same lines as what you suggested, Scott. I saved a ZTL with just that section of the mesh, exported an OBJ from SDiv level 1, used Automatic Mapping in Maya, exported that OBJ out of Maya and used it at SDiv level 1 with the same workflow I’ve been following to generate the maps. The displacement map has a lot of jitter with so many UV seams, but it generated with no streaks. The UV layout looks clean so there must be UV vertices on top of each other with the edges overlapping incorrectly in one or more maps. Painful.

Unfortunately, I’ve already burned a few days with this already so I need to catch up on other things requiring my attention. I’ll have to revisit my UV maps when I have more free time. Luckily, it’s just a hobby so there’s no work on the line here!

Thanks for your help, Scott, and thank you very much for your continued and generous spreading of ZBrush knowledge to the masses! Very much appreciated.