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Still having exporting issues ZBrush > 3ds Max 2010 using VRay 1.5

I thought I had worked out all of my issues between exporting my sculptures from ZBrush to 3ds Max 2010 using VRay 1.5, but I am still having sporadic results.

Here is what I am seeking assistance with:

  • Displacement (looking for optimum settings - if there is such a thing)

    • I am using VRayDisplacementMod and not getting the outline I should
    • To assist, I have been adding a TurboSmooth under the Mod and that has helped some
  • Normal Maps - really getting sporadic issues here

  • Cavity Maps - not really sure how to use these with a procedural map

In general I have a number of questions of how to migrate art between these two programs beyond the basic OBJ level and would welcome an opportunity to chat with someone via my conference line if in the US or Canada and will gladly pay for your time if you can help me via PayPal or check as desired.

Deadlines a’loomin’:slight_smile:

Here are the images of a model I am working with currently (I will post them in stages):

Images coming in a few minutes - rendering now …

Why not use Mental Ray? It’s awesome and most tutorials are for Mental Ray workflows. Just a thought.

True, but there are a number of reasons why I have invested time and money into VRay that I will not go into here.

I may indeed use Mental Ray for this project due to time constraints, but I need to work out this workflow through VRay for future needs.

Still, thanks for the interest and I will keep you posted - found some good info and working through it now.

Once I get it worked out (if I do) I will build a solid tutorial for this process for all to enjoy:).

Not to disrespect VRay, from what I’ve seen it’s quite impressive, I was thinking that MR might give some perspective on how to use VRay.

One thing I am finding is that the MentalRay connection maps at the bottom of the VRay material are not allowing me to access the Mental Ray maps … still researching but on the right track I think:). Will keep you posted.

Ok, for testing I went back to the basics.

Here are the images of my ZMapper image that looks correct - my ZBrush ZTool with the normal applied (looking like it already has some seam issues, but that is hard to tell when they are AUV tiles like this - and my basic scanline render (no lights) from 3ds Max 2010.

Any advice?

Attachments

BrainNormal_Test001.jpg

Now trying the displacement map and there seems to be an issue with the map itself as it is leaving seams where there are not seams in the UV’s.

Also notice the faceting of the displacement.

I am seriuosly about to pull what little hair I have left … OUT /grr.

I am following tutorial after tutorial and not getting the same results with either the Default Scanline methods, MentalRay methods or the VRay methods I am finding.

Please help guys - if you have the knowledge on this subject I will pay you to walk me through this on the phone (I would send you a test scene and we can walk through it together).

I need help with the following:

  • Normal maps
  • Bump maps
  • Displacement maps

Every tutorial (and I have done about 20 of them) has made perfect sense, but either the program does not allow me to do what the program says (such as dropping maps into slots, etc.) or I do what they say to a “t” and get totally different results.

I realize I am using 2010 now and I have found no tutorials for that version of Max so that must be the catalyst.

Attachments

BrainDisplace_Test001.jpg

Double quote.

Ok, went back into ZB and found that even though I have checked the AUV tiles and there were no issues before I exported the maps now there ARE issues - soooooo will redo - again and repost my results.

I think I need … I KNOW I need some sleep after this.

Well, it “appears” I have made some headway - the seam issue was fixed by the third attempt at fixing the UV’s with the AUV tiles - Think I might have some corruption going on or something.

Now I am down to just the faceting issues (see brain stem and parts on the top) with displacement and of course my normal map issue listed above.

Attachments

BrainDisplace_Test002.jpg

Hmm … seems that level 1 topology just does not work for 8 levels of detail so I am upping my exported model to level 2 and deleting the 1st level.

Will have results in just a moment - redoing all of the maps.

“One thing I am finding is that the MentalRay connection maps at the bottom of the VRay material are not allowing me to access the Mental Ray maps”

You have to have MR set as your production renderer in order to access MR materials and other connection points. You probably have VRay set as your renderer.

Just so we are clear, have you had lots of success rendering ZBrush displacement and normals maps in VRay usning 3dsmax 2009? I mean, is this a problem for you since you upgraded to 2010, or are you simply trying to figure out how to render this stuff for the first time - going through the same trials and tribulations we all went through?

If it’s the former, if I were in a production situation, I’d just use 2009 to render if 2010 was bottlenecking my progress. Pick your battles.

Also, if you have a scene file from 2009 where you have a displaced head or something. Crack it open in 2009, confirm that it renders pefectly, then try rendering it in 2010.

I’d just like to determine if there is actually a difference in how the software handles displacement and normal maps, or if this is a case of PEBKAC :slight_smile:

We are doing those tests this morning in about 1 hour.

As to the first question, I have been out of production for around 3 years, but used to use VRay and displacement all the time.

At this time, I am able to get the VRayDisplacementMod to work about 90% of what I need which is far better than the other methods which I used to use all the time.

When I did displacement previously, I used MentalRay more than VRay, but so far have had little success with those methods this round.

As to your last question, I suppose I am partly a noob to VRay due to my distance from daily use and partly because of the lack of sleep, LoL.

Yes, we are at a crossroads today and will be making some decisions about this project for sure.

I am so close to having this, LoL.

Thanks for the pep talk:).

May the Art Gods bless you!

Ok, had 3 hours of sleep and feeling like a new man:).

Ran another test and did not get anything like an end product yet, but if I can get the normals and others to work properly can live with this for now since the outline is all I really need from the displacement.

Attachments

BrainDisplace_Test003.jpg

After a number of tests I decided to do what you mentioned - we will be going with technology we know and understand for this project so that our learning curve is not being forced to fit into this artificial deadline.

I will not be using ZB for this project, but will renew my learning once it is finished.

I will be moving forward with procedural maps in VRay / Max for the animations throughout the body.

Will return to the posting once I renew my learning curve.

hosh, I don’t know if this will help but, if you are using ZMapper to produce normal maps try ticking the switch red and green channels button.
When doing displacement maps try not using the adaptive method in displacement mapper3.