ZBrushCentral

Vector displacement Diagnostic, how perfect does the sphere need to be?!

We are testing vector displacement with Mantra (Houdini render).
We are writing the vector displacement shaders ourselves and we are now checking the Zbrush Diagnostic
to see if the shader works correctly, and with which Zbrush setting.

Main question: how perfect does one of the spheres of the diagnostic need to be?
Can the ‘right’ sphere still exhibit little imperfections, or when things work the sphere is a perfect flawless sphere?
Our world space shared works fine and makes a perfect sphere with the option ‘7’.
In tangent space, the sphere ‘1’ looks good but has some little imperfections, see the attached jpg.

We wonder if these imperfections are acceptable as other tests with our own models look ok, of these imperfections are caused by errors in the shader.

Another question.
The ‘4R4 what’s new’ PDF mentions that 4R4 introduces a new Diagnostic, based on a cube with shapes cut into it instead of the little sheres. We use 4R4 on MAC
and the diagnostic created by 4R4 is just like the previous one.
Is the new diagnostic not yet available and there is an error in the doc, is it available on the Windows version, or is it somewhere here on Zbrushcentral to download?

Thanks everyone.
AndreaF

Attachments

TSvec.jpg

I am fairly certain that it needs to be perfect. Test it out on another model and see how well it does at replicating the shape.

I have found that only specific renders support vector displacement and it could be that your Houdini renderer does not.

I tried for many hours to get the below image to render perfectly in 3ds max and I could not get it to work until I switched to mental ray. Then the sphere came out 100% perfectly.

3dsmax_2012_mentral_ray_world_space.jpg
you can see number 7 slot is a perfect circle.

This was rendered in 3dsmax_2012_mentral_ray_world_space


here’s a screen shot of my settings in max. may or may not help you. :confused:

Many thanks for your reply.
We too have a perfect sphere when we use world vector.
The tangent space vector is the one that generates imperfections but we have found some issues
with our shader while doing our own tests, so we are working on it!

Cheers.
A.