ZBrushCentral

Rendering ZBrush Displacement-Maps In External Renderers (May 9th: 2nd file added)

Since recently getting my Lightwave upgrade, I thought I’d test out the bump displacement feature which wasn’t available in 6.5:

I used 2 surface layers in the bump map channel to get the displacement to look decent enough. One layer has the map with world co-ordinates active similar setup as Policarpo’s (Cheers for the settings btw) which gives the bump mapping detail, and the other layer is the same apart from having world coordinates off, so the mesh displaces in size via the bump displacement distance.
Further insights appreciated from Lightwave users… :+1:

hey Stefans, im trying to use maya and mental as well, would you mind a more specific description of your process, like how do you set you shader up, I make a blinn, with create render node-displacement node, connect it to the shading group, connect a texture file to the displacement node(load dis texture here)

when I goto mental ray render attributes I dont even see a mrSubdivision approx, under Overrides/tesselation I only have Surface Approx and Displace Approx, I must admit I havnt used Mental ray much so Im pretty new to the commands, any help would be great, thanks!!

Hey,

Maya 5.01 with Mental Ray. I wanted to see how MR would handle multiple displaced objects. I scaled Pixs model down to that of Samis. Alpha Gain and Offset for Samis Model is .350 and -0.175 and for Pixs model .500 and -.250. The biggest thing I seam to notice is that Alpha Offset is about half that of the Gain. This took around 15 minutes. Both models are using the same Subdivision Approx node, settings are:
Spatial, Min Sub 5, Max Sub 7, Length 0.00 (Hmmm I thought that was set to .100)

Thanks for the test files :smiley:

Edit
Just did a test with the Length set to .100, makes no visible difference
end Edit
Cheers,
Shawn

Going to have a go at these by looking at your post on the other thread Rray!


First try with
Anim8or :slight_smile:
Standard regulates
Texture Bump 100
5 Secondes rendering in 2048*2048 (here reduced 50 % )
The Hight texture from Zbrush must be Flip Vertical and ehance in a drawing prog before loading
So I could make better :roll_eyes:
Pilou
Ps
Anybody has made a try with this crazzy prog ?
Pss
After information
In fact the renderer has no micro displacement possibilities !
So you can just make a normal bumping !

here is one rendered in 3ds max 6 using finalrenders MTD.

3 photometric lights and nothing else added.

mtd settings:
resolution: 200
Height:4
Depth: 4
Edge Length: 100

and 1 iteration subdivided polymesh.

all the best,
danielzhead.jpg

Triztan: Does final render see black as zero displacement and white and maximum displacement? If so, did you set RGB Offset to -0.5 when you loaded the map into the material editor in order to compensate? Just asking because your render looks a bit “ballooned” to me for some reason.

quote:
when I goto mental ray render attributes I dont even see a mrSubdivision approx, under Overrides/tesselation I only have Surface Approx and Displace Approx, I must admit I havnt used Mental ray much so Im pretty new to the commands, any help would be great, thanks!!

you find it in Window > Rendering Editors > Mental Ray > Approximation Editor…

select your object and click on the create button :slight_smile:

here’s a FinalRender render 48 sec. I did adjust the map in photoshop a bit.

It could be very interesting to provide us with a displacement map and a normal map of this mesh. We could then try to render it with a blend between the two methods, according to the facing ratio.

What do you all think of it ?

Why not just load the model and map into Zbrush, apply the displacement map to the model, and then generate your own normal map from that? I did it a while back for another thread about normal mapping this mesh, worked good. Never tried blending them though.

To simplify the process of finding the optimal workflow, I’m including a sample low-res head mesh with its calculated Z2 displacement map (step 1).

How did you generate the Disp Map?
Adaptive=on
or DPSubPix Level 4…?

Hi :slight_smile:
I have added another downloadable test file (zip archive) to the top of this thread. Here is the ZBrush render of the files contained in the archive…

This test is provided because it’s a very demanding displacement map. Since it requires a more accurate rendering, some visible artifacts in your test render, especially at the sharp edges of the blade, will be acceptable. Typically, mesh/displacement map combinations are less demanding, and artifacts (if there are any) are less likely to be noticeable.

If you need to modify the included displacement file to better fit the format expected by the external renderer (i.e., by splitting the map to positive and negative displacements, or by reducing the map depth to 8 bits), please specify these steps in your post. In the near future, I plan to write a ZBrush plugin which will enable you to specify a target application, and ZBrush will export the map(s) in a ready-to-use format.

-Pixolator

hi grub,
would you mind posting some screenpics with your settings.
i fiddle with LW and do not get a decent result anywhere close to your picture.

thanks a lot,
Michael

Hi Ofer,

Can you please post a version of the sword that uses GUV Tiles?

The shader I have works best with this mapping method.

Regards,
Zendoftheworld…

Tried all manner of settings and both models. Looks like Vray has a bit of trouble with the edges, just like Pixolator expected some renderers might. Hopefully Vray 1.5, which is going to be here very soon, will do a better job.

Hi there,

Here’s my version:

Will post how to shortly - Survivor is on!!

Regards,
Zendoftheworld…

Why speed of download is so slow !!! :frowning: :frowning:

Zendoftheworld: I will upload a GUVTiles version shortly. (The quality of your render indicates that you probably no longer need it :))

Zeddicus: The sword mesh looks simple but - as described in the first post - is a difficult one to render correctly and therefor, it allows for better ( more accurate) feedback when you modify render-settings. You may want to try the alternate sword file which I will upload shortly.

leishen: The download-speed changes according to number of simultaneous downloads. Try again later, it should be faster.

-Pixolator

I have added an alternate GUVTiles version (with subdiv level 2 displacement) to the first post of this thread.
Hope this helps :slight_smile:
-Pixolator