Hi everyone,
cgguru,
I don’t have ext 2 installed for Maya 2008 yet so I don’t know if that is a factor or not. What exactly is the error?
A couple of possibilities:
I’ve noticed you can only run the script once in a scene.
Tiffs can be a problem. No PSDs.
One thing that might be the problem (I’ve had it before and so have my students) is with the geometry. In Maya you might want to clean up the mesh. Non-manifold geometry has been a culprit in the past.
Does your model have UVs?
What else is in the scene?
You may want to export the mesh as obj and start over in a new scene.
Hmmmm?
Best of luck-
Hi elliott,
cgguru,
I have few more suggestions.
Did you try to render without running the script first?
Check that all the normals are facing the same direction.
Maybe simplify by taking a plane from Maya and go through the process as an experiment. This reduces factors. If this works then you know it’s not Maya.
MentalRay does use lots of RAM. Last year students of mine were having issues rendering character animations with MentalRay and Displacement mapping. Any single frame would be fine but a batch render would always render the same frame multiple times. It’s a memory issue. You might want to go to the task manager if your using Windows and give the batch render or Maya app highest priority under the process tab.
If you want I could take a look at your files and try on my BOXX.
Best of luck
Well, I think I have another Z4 feature request:
Smooth UVs as CCmesh does
Maybe I have to post this on Z4 whishlist thread
OH GOD u solve my problem
THX very much
Hey guys, thank you all, my problem was I hadn’t loaded the Tiff32 plugin, I wasn’t aware of that plugin existence…
Hey Everyone,
I’m having an issue with zbrush and maya 2008 and can’t seem to find anyone that has a similar problem. I’ve done all the steps in Scott Spencer’s Zbrush to Maya ZPipeline Guide as well as the Rendering Displacement in Maya 2008 Tutorial and it’s mostly working with the exception of the alpha gain being 2.2.
I’m finding I need to scale up the alpha gain considerably from this value to get even close to what I see in Zbrush (e.g my current test is at 20). Does this sound familiar to anyone? I’m using multidisplace 3 entirely. Any thoughts on why this is?
thanks
Doug Brooks
Hey Doug,
Yes that sounds familiar. Everything works for me following the threads.
I’ve been bumping the alpha gain up between 30 and 40 to get what I’d expect. So the value of 2.2 definitely is not working here.
Have no clue as to why this is since I thought that using MD3 was supposed to eliminate this fiddling around.
I found a relationship between the quality attribute of MD3 (I think it’s called “subpixel” or something like that).
If you set it to “0”, then the alphaGain in MAYA can be set to 2.2 and works as espected. But if you set it to “2”, then the alphaGain must be set to 22 to get it working…
So this is in fact a bug. If you have any value other than 0 in the DPSubPix setting of the displacement rollout with cause multi displace to be inaccurate. If you need the res, just do another subdivision.
Hey everyone,
Im having some issues here. Last night I followed your guide to setting up the script and executed it. It seemed to work, (I was at school, so anything on the computer gets wiped everytime you log out). I logged off to take a break, came back tried everything again, every step, and it no longer works again. Even tried it several ways on my computer here at home. Ill post some pics.
The zbrush file is obviously what its suppose to look like, and the maya file is what im rendering out.
Any help would be great, thanks.
Attachments
First off, a HUGE thank you to Scott for de-mystifying 32 bit displacement in Maya. Also, a big thanks go to joie and dougBrooks for uncovering the DSubPix bug! I’ve been tearing my hair out for the better part of a day now trying to figure out why I was getting such ‘watered down’ results from my displacement map. I was exporting from MD3 at a DSupPix setting of 2, like Scott suggests. Setting my AlphaGain to 22 gets the look right where it should be. Weird! I certainly hope that this will be fixed in the future.
Thanks again guys!
Hi guys,
i too am still getting seams. iam new to maya and this is my first maya to zbrush integrated tutorial, i recommend this to any noob by the way it really is in depth. i cant get rid of the seams, i use scotts mel script and i get this msg in the editor
// Error: Fatal (mental ray) : mental ray encountered a fatal error. The system may have become unstable. Please save the scene and exit Maya. //
i get the msg, its obvious, i just dont understand why it wont work. also how do i exicute a command correctly. As i say i am a self tought noob.
Thanks for any help guys, i’d really appreciate any!!!
Attachments
Hi guys,
also my output window is telling me that my mental ray is out of memory.
mental ray: got 8 satellite CPUs.
mental ray: got 8 satellite CPUs.
mental ray: out of memory
mental ray: out of memory
mental ray: out of memory
mental ray: out of memory
mental ray: out of memory
mental ray: out of memory
MEM 0.3 fatal 031008: can’t allocate 86110416 bytes.
MEM 0.3 fatal 031008: can’t allocate 86110416 bytes.
mental ray: got 8 satellite CPUs.
mental ray: got 8 satellite CPUs.
mental ray: got 8 satellite CPUs.
mental ray: got 8 satellite CPUs.
mental ray: got 8 satellite CPUs.
Is this my computer slowly dieing on me or is there a way of going into maya and setting my mental ray memory higher?
Unreal! Thank you so much for this tutorial! It improved my results so much, its simply unreal!
It also helped me nail a job at a 3d studio over here…
Of all the tutorials I’ve seen or read, you’ve got No.1 right here!
i posted in problems forum but may be better suited here.
Importing my gemoetry from zbrush to Maya is causing crashes. when i get the obj in if i select the model in Maya half the time it crashes with “Fatal Error” and sometimes i can select it fine. everything is setup correctly with feature displacement off and approximation setup.
After a few tiles get rendered(when it doesnt crash in the perspective view) mental ray says “error, the system has become unstable”
I have a zbrush texture as well as normal map applied to a blinn that is on the model.
the imported poly obj is 45,000 polys with a final poly render number of around 2.9 million . Is there a reason this is happening. it seems so random. does maya hate 32bit displacements?
i have used it and did it i have got the result and im thank ful for …
Total respect
Ronybuster
you are very good teaching and clear explaining i like your tutorial.
thank again
thanks