ZBrushCentral

zBrush Model & Map for Displacement Render tests

policarpo wrote:

“Hey gang, I was wondering if any of you zBrush owners might be willing to part with an object with a displacement map like Pixolator did so we could run some more tests using our rendering package of choice.”

  • Sounds like a good idea!
  • Here is my object! :slight_smile:

20040502_displacement_test.zip

  • Renderings of model:

  • In Zbrush - it is just a modified / detailed version of object i made earlier:

  • Map from zbrush:

  • End result in 3dsmax:

  • As you can see, i didn’t use GUV tile mapping, UVs are done in 3dsmax - no smoothing either!

  • I rendered the map in 4096pix, but had to scale down to 2048pix for download size - sorry! I can’t host huge files :frowning:

  • Map should still be in one channel / 16bit mode…

  • I didn’t do any retouching except scaling, so there might be some problem areas

  • I hope there is no banding, i couldn’t get more subdivision with my system (1.8m now), i tried all possible zbrush memory settings, but no luck :frowning: - I managed to get mesh divided to 7.8m polys, but zbrush crashed when i tried to render displacement map…

  • Please read the readme file in ZIP - nothing special in it, just don’t abuse poor 3d guy :slight_smile:

  • Readme also has information how to setup the model for rendering in 3dsmax, zbrush displacement values are also provided!

  • Have fun!

P.S.
Tip: You get also my base mesh for testing, just reconstruct it from cage mesh!

-S-S

Well, you totally rock!

Thanks so much. I’ll post my results here in this thread.

:smiley:

here’s my first render test.

Good god that is so good!
just like da real ting eksept da culurs (sorry bout da wierd langwige) wot ya gonna do wit it? :eek:

Policarpo:

  • Does Cinema 4D support 16bit maps? or is only 8bit?
  • Seems like non-smoothed UVs work for cinema 4d too :slight_smile:

-S-S

It seems to load the 16bit .TIFF file, but drops it to 8bit format.

1 more test to try and soften some of the crusty bits on his nose. :slight_smile:

policarpo:

Yes… Geometry looked kinda ok to me when i modeled it, skin has pores and some veins, and small noise everywhere (you can see them in zbrush image - scaling the displacement map down to 2048pix will make some of smallest details vanish… photoshop bicubic scaling has bad habit of blurring details :frowning:

  • i’m not sure how much the 2048pix map actually has detail, since i haven’t tested it on renderer which can render sub-pixel displacement mapping :slight_smile:

-S-S

now for LightWave

Thanks of supplying another model for everyone to play with Sami! :wink:

Vray 2d Mode and Max 6 / 2 Lights / No GI / Render Time = 21 seconds:

[img]http://www2.zbrushcentral.com/uploaded_from_zbc/200405/user_image-1083563736hto.jpg[/img]

Vray 3d Mode and Max 6 / 2 Lighs / No GI / Render Time = 3 minutes & 5 seconds:

[img]http://www2.zbrushcentral.com/uploaded_from_zbc/200405/user_image-1083563822faw.jpg[/img]

As you can see, nearly identical renders from both modes. Yeah ok, my displacement amount is probably a tad higher than the original Z model, but I thought it looked better that way lol. Also tried Mental Ray displacement shader but couldn’t get a good render without getting a crash error from Mental Ray, which also caused 3DS Max to crash as well. Lower quality renders were taking around 2 to 6 minutes depending on my settings and didn’t really look too good, so I eventually gave up on them.

“Does Cinema 4D support 16bit maps? or is only 8bit?”

As Policarpo said, load a 16bit greyscale map and Cinema says it’s 8bit. Convert it to a 16bit colour map and Cinema says it 32bit!!? Who knows what is going on there!- Baz

bazc yeah i was wondering that…both files from the zbrush boys say they are 16 bit…but they show in c4d as 8bit…BUT if you run em through photoshop…then they show up as 16bit…
i’m definitely missing something here…

Oooh and sami thanks for sharing your file bud… :+1:

:smiley: Yeah Cinema has it’s own special way of doing nearly everything LOL!

just seeing how the model and displacement holds up under different lighting situations.

than again Sami!

Hey policarpo,
Being a new ZBrush user this might be a silly question…
I noticed on your LW render, you have “width tile” and “height tile” set to repeat in the texture editor.
In a Poser - LW workflow…when importing a texture, I always set the tiles to “reset”.
Is this not necessesary when importing a ZBrush mesh?

Ahh…good eye, I will check out what happens when i set it to Reset…I guess I forget seeing how I had to manage so many darn windows in LW just to get it to render.

:wink:

Thanks for that.

Hey Poli, thanx for sharing your Zbrush experiments with Lw. i was wondering if the displacement is better if you increase the texture strenght from 1.0 to something like 2.o or more?

Here’s my Lightwave test following Policarpo’s lead. I bumped the bump map setting in the surface editor up to 500% and applied an inverted alpha of the disp map on top of the bump. i was hoping to soften some of the hard edges i was getting with only the disp map. Wish it was easier… feel like Macguyver sometimes when i play with these disp maps in lightwave.

thanks

here’s another LW test.

max 6 + vray displacement :+1: