ZBrushCentral

Some work - and new dvd

Savagliani

I took Scott Spencer’s Gnomon Zbrush class and i think he talked about that very issue in the is lectures. I have never used the older versions of zbrush (befor version 3.1) But Scott talks about what is called a “Bump Viewer Material” where you paint the actual bump map rather than displace the geometry. However Scott talks about how that function is no longer in the newer versions (3.1 up) That may be it, it may not, but it sounds a lot like it. Hope that helps.

Onelunglewis

also if you guys are looking for the 2 other tools on the luma site that are not yet downloadable… here they are haha

http://luma-pictures.com/ncomPublish/downloads/

This is the pimel python package and the Luma shake package

Thanks SebLev for the links.good job man!!!

onelung, thanks for the reply…after reading what you wrote I found this shader inside zbrush shaders called BumpViewerMaterial, and thats it…it works…its really cool to do a bump map…thanks…and please Luma Pictures, a Nexus for Maya 64 bits and no bugs…I am so sad I cant use it!

The Nexus is being released fully functional (as it is currently used in production). It’s labeled “Lite” on the Luma page because that page is old, when a different release model was under discussion.

www.luma-pictures.com/nexus is the current page for the Nexus.

Pymel is available, you can find it on Highend3d.com

Seems like this release is 32bit only. I can’t confirm a 64 version.

If you are crashing, make sure you have Maya 2008 Service Pack 1 or Extension 2.


Savagliani:
Regarding the Bump Material Viewer, yes its great! The only other comparable bump viewer is Deep Paint, which I didn’t cover. Bodypaint’s bump preview is… well I’ll hold back my thoughts on that… but, don’t use it. Zbrush 3 doesn’t have the bump viewing material unfortunately, so don’t uninstall Zbrush 2 just yet.

floatingworld:

  1. I chose Z2 because I’ve used it forever, and at the time wasn’t very familiar with Z3. Also because of the bump thing mentioned above.
  2. Regarding the Subsurface pass, the math is abstract for most. I would like to release a basic Shake script, I was going to release it in the DVD but it got left out :frowning: Keep an eye out, I will post a Shake script using the basic tree, and hopefully a Nuke counterpart!
  3. The Nexus gives very specific control over passes, as well as ways to render them interactively. I am unfamiliar with what kind of pass control Mental Ray has in 3dsMax, if you get the same output with max, the techniques should transfer very well.

hey Ben, thanks for the reply…I found the BumpViewerMaterial inside zbrush 3.1…it works fine…please, ask luma pictures people to release a 64 bit nexus…I dont wanna be left out of the party…thanks (I love the tutorial)…and someday do one texturing something like that underworld creature, that looks so good…

Man you are amazing…I loveeeeeeee the tutorial
it’s amazing…I was weighting fro this tutorial for almost 3 months

And every time Gnomon change the release date
when they release I couldn’t believe it…!!!
U made a texturing master DVD [font=Wingdings]J
I was wondering…abt something that u made on the skin shader which is…lets say the epidermal radius…the setting the u put it was kind new to me. It’s very very low numbers but it gives amazing results…
I love the DVD and thanks again

2 last thing…

1- If you please have any free tutorials or making off about the poly painting tricks in zbrush for getting kind the same results the u got in the creatures on the 1st pg…Plz sumite it here …[font=Wingdings]J
2- how could you make the eyes. Its amazing…cuz when I sow the modeling tut. I found that there is an actual spec inside the eyes it self…so it doesn’t get effective by the lights…can u give me any tips about that…

thanks…u r the best

The Nexus is being released fully functional

no the nexus shader is ripped - the nexusX and nexusMia shader is not there - the mr shader declaration for these shaders is not in the luma_nexus.mi so it looks ripped for me and not tested well cause the framebuffer output gives you a nice fatal error

Perhaps I worded it wrong, what I ment was, the nexus is fully featured.

There are problems with the compile obviously. Its not functioning due to a bug or something.

However all the features that the nexus was created with, have remained intact. I’m unaware of any mia or x shaders, i don’t even know what those are and I’ve used the nexus for 3 years. The framebuffer shader itself has all its features available.

hmm and what is this

else if (startsWith( about -version, “2008” )){ print "setting nxsMaterials
"; $nxsMaterials = { “Nexus”, “NexusX”, “NexusMia” }; $nxsPassLabels = {“Diffuse”, “Specular”, “Ambient”, “Color”, “Reflection”, “Data”, “Subsurface”, “Control”, “Refract”};

it looks to me that there is brdf version of nexus

I also get an error (maya 2008 ext2)

“// Error: Unknown object type: NexusX //”

I might be doing something wrong. It wont render anyway.

The shader seems awsome, to bad it does not work =/

i got that problem to. If anybody can solve that problem please tell us.

Thank you for Advance

hey guys, sorry about that bug. at the last second before we published the zip i removed a few of the other flavors of the nexus because they’re still experimental, and i forgot to edit one of the mel scripts to reflect this change ( and in doing so, i broke the TD’s credo: don’t make changes AFTER you do the testing).

i posted a new download. if you’ve already downloaded it, all you need to do is replace createNexusGlobalsTab.mel with the new one.

once again, sorry about the trouble.

we’re going to do an official release over at highend shortly, and start a support thread at cgtalk. i’ll post here to let you all know.

-chad

new nexus download

hi Chad, nice to see you here …
fixing the createNexusGlobalsTab.mel dont fix the fatal error
i fixed this line days ago
$nxsMaterials = { “Nexus”}

here is a thread on cgtalk about it

Hi Chad,

It is very nice to see you here.

The new updates work just fine and I don’t get anymore errors.:+1:

The only thing bothers me is the output,It sometimes crashes.Any Suggestions?

Thank you guys for all the hard work.

Hamed Sabri

I still dont get a render. Just turns out black.

Made a sphere, attached a nexus shader, hit render (with mentalray).

Something else that needs to be done to get the render to work?

Thank you very much

Wow, flawless, great work, brilliant, super, OK I’ll stop now

The same happens to me. I create a Nexus node under mental ray nodes and apply it to my object. I set the rendering to beauty pass and the render window pops up with nothing. If i take a snapshot of the viewport, i see a snapshot of my model but when i try to render with the nexus material on the object, the render won’t update with the material? I tried plugging a texture then a mia_material into the diffuse slot and the same thing happens. When I apply a mia_material directly to my model it renders fine. When I apply the nexus material nothing renders. The script editor spits out this:

null
saving your precious image notes

the Nexus material looks awesome, I’d like to be able to use it. Any idea’s why it’s not working? Hopefully something simple I’m missing in mental ray… ?

I created new prefs for 2008 and reinstalled luma nexus and it’s working now. Some script at work must have been conflicting. Also I finally noticed the support line in the readme.

32-bit Windows
Maya 2008 sp1 or ext2 ( previous versions of Maya 2008 have a bug with the frame buffer API that broke buffer creation)

So far it’s working on a 64bit processor running a 32 bit version of maya. I’m using xp 64 on an older 32/64 bit processor.

It looks like if you disable Write Contact Sheet it doesn’t crash but, it also doesn’t render out to individual files. It looks like output all spits out a single image like the beauty pass rather than individual passes for compositing.

Anyways, looks cool. Thanks for this guys. I can’t wait to get some time to fully try this out.