ZBrushCentral

Questions and Troubleshooting for ZMapper

I am having the same problem Mentat had in the very first page of this post.

No GL_ext_texture_env_dot3 support!

Then it goes on to give a Display error over and over again and I am forced to close Zbrush:

GL_invalid_enum:

How to solve this problem ???

I have two questions regarding ZMapper:

  • how do you manage to export proper normal maps for MAX 8 when it’s internal tangent space basis are not orthogonal?
  • do you plan to support higher precision 16bit per channel 2 or 3 channel normal maps for us real-time gamedev freaks? :wink:

Thanks in advance for your answers!

Hi, Ive come across the same problem with Zmapper as wckedsunny and mentat7 and Ive heard its frustrating quite a few 3d artists.
If Im correct, the message was:
[no GL_EXT_texture_env_dot3 support
GL_invalid_enum
Retry at display]
This is followed by a crash.
The specs of the pc I experienced it on were
Windows XP Pro sp2
cpu 2.60GHz
504mb RAM
FreeDisk space 56GB
256mb for zbrush
Ive noted that a lot of the posts on this subject were taken lightly, and new questions were being asked without really getting to the bottom of things.Also, this thread requires that we try to get the specs of whatever pc or mac we experienced the problem on, so that the more experienced can help.
So guys lets solve this issue
(1) What is the cause of the above problem
(2) How can it be fixed?

Your Video Card does not support Open GL…

Get one that does

As smokebox46and2 says, the problem is that your graphics card is not supporting the OpenGl calls that ZMapper is making. The solution is to update your driver, if possible. The other solution is to update your video card. An expensive proposition at times which is why ZBrush’s core code was designed to be graphics card independent.

Ryan

As to the first question, its pure magic. We hired a few dragons and a troll, set them to work in the ZCaves and what do you know, we get ZMapper! :slight_smile:

As to the second question, ZBrush’s texture maps are 8 bit at this time. When they are of a higher bit depth it is possible to write out 16 bit maps. :slight_smile:

Ryan

Any idea why an inbulid graphic cards( of 64 mb) in p4 2.6 gigas wont support open gl ?

I have got a very latest computer ( in terms of India) , I had the same problem with opengl while loading quake 3 but overlooked at that time. nows it effecting my work.

How do I make my graphic card support opengl ?

Even the drivers are updated.:confused:

I have just checked mine is an intel® 82915g chipset and it supports opengl?(in the properties menu).

Then why mine not working ?

Unfortunately, it just requires you to get a newer graphics card. :expressionless: This may change once Windows vista is released as I understand it requires a pretty intense graphics card to do routine work. :slight_smile:

r

Ok Ryan cant upgrade my graphic card now. :cry: used my cash for upgrading Ram

So if I cnat use zmapper then I will have to use basic displacemnt options in zbrush.

BTW whats the major difference between the basic displacements and zmapper ?

Will I be losing some intrinsic features ?

As to the first question, its pure magic. We hired a few dragons and a troll, set them to work in the ZCaves and what do you know, we get ZMapper! :slight_smile:

Check the attachment. If your beasts are hungry, you might want a test case - let me know what they digest best.

As to the second question, ZBrush’s texture maps are 8 bit at this time. When they are of a higher bit depth it is possible to write out 16 bit maps. :slight_smile:

There is quite a difference in quality between 8 & 16 bits. Please consider plucking in a render -> file button with that option available. I’d estimate <50 lines of code for that.

Attachments

MAX 8 TEST render.jpg

Hey speedym - Not sure I understand the first thing. Is there a question about the attachment that you have or jus showing. :slight_smile: Why is the zbrush one faceted?

As for the 16 bit part, suggestion noted. :slight_smile:

r

Hey speedym - Not sure I understand the first thing. Is there a question about the attachment that you have or jus showing. :slight_smile: Why is the zbrush one faceted?

Sorry for being unclear - I can provide a test case where zmapper tangent space normal maps are bad (often with lots of seams) when rendered in MAX 8, using the profile from the 1st post in this thread. I wonder how that profile worked at all for people who tested it because mathematics, MAX code, and my fiddlings with it say it cant work well, assuming that zmapper produces maps with orthogonal tangent space basis only, which was ok for MAX 7.x, but is simply wrong for MAX 8.

ps. Object space normal maps are cool, ofcourse.

ZMapper works in several studios using Max 8. I have worked with several of them on this. By profile I assume you mean the zmapper configuration. If you are not getting that to work I would love to see the problem. Chances are it is being applied to the wrong material in Max as i believe there are several ways to deal with normal maps in it or some steps are being missed in Max. I would really like to get a normal map guide going along the lines of zmapper but we haven’t had a chance yet.

As to the math of it all. ZMapper is an OpenGL application with its own normal map generation routines. It is quite separate from ZBrush 2’s routines. While the math of ZMapper is beyond me I believe your assumptions are not quite correct. I believe we should look for any problems you are having in the configuration and the steps that are taken in Max. :slight_smile:

Ryan

If you are not getting that to work I would love to see the problem.

I suppose it might be the best that I send you the .obj file of the head model and a detailed step by step instructions to reproduce the problem? You’ll need MAX 8 to test it, though.

Can we get in contact through email or MSN to sort this out more quickly?

Thats a bit of a difficult proposition for me as my work right now is in other areas, very intense and Max is not a package I am 100% familiar with. :slight_smile:

I have seen the image so I guess I just need to know the steps you took in max to apply it and what you did in ZB to generate the mesh. Also, maybe someone will come along with more knowledge than me and help us both solve the problem. :slight_smile:

Best,

Ryan

Ryan Could you please, when you get the time to post a tutorial as mentioned last page with Zmapper & Maya.

Your correct workflow ( possibly best settings etc for different types of geometry - can be verbal obviously to save time in the video etc ) might be a tedeous thing but if you can cover all the details and not gloss over some, as i feel some tutorials i have watched all seem to miss 1 thing or another that the forum members are asking about

Also same with anyone who is a guru with 3DMax & Zmapper workflow.

I do know that there are some smaller tutorials out there but there are obviously people out there including myself that are still not finding or being able to correct our problems with Zmapper.

If it could be made as a sticky in the tutorials - or an Artists in Action tutorial i feel that would help so many seing it in plane sight.

As i said when you get the time ( but hopefully not to far away, i have been trying for a long time now with no success)

It doesn’t show on my Zplugin pannel after installed. I m pretty sure i’ve put “ZMapper RevD” at C:\Program Files\Pixologic\ZBrush2\ZStartup\ZPlugs

Any idea?

Am not going to like any answers, I can sense it.
Just started in to learn normal map, using Carrara 5 pro as the program to export to.
Used the examples provided and successfully did a render with the map…with the samples provided.
To digress.
Have my own generic head, made it in Maya. Used it many times for many figures. Spent a l o t of time making texture maps. A lot.
High resolution photos, precise lighting, the works
Cut to the chase, to generate a normal map with my head I must check guv tiles.
If I do that, my textures will not work in Carrara with the exported head.
How can I use my truly excellent texture and my normal maps together.
Thank you in advance.

Hi,

Zmapper works with UV’s laid out manually in your package of choice. It should not be a problem, for you to use normal mapping with UV’s laid out without the use of AUV or GUV tiles.

Hope this helps with your thoughts.

Best,
Jacques

Many thanks but appears there is a problem.

If I take any of my heads and apply zmapper, it will not run.
Spent the day going through combination of things.
Finally chose guv tiles in texture menu and zmapper worked.
But the previously created texture map(s) would not work in either
zbrush or Carrara.
???