ZBrushCentral

zBrush Model & Map for Displacement Render tests

Here’s my effort using Lightwave 7.5, rendered with FPrime, using Normal displacement.
Tiff displacement map was converted to HDR to keep 16-bit depth information in LW

(I may have over done the contrast on the depth map - notice some creasing)

This model was much more suitable for use in LW, compared to the one provided by pixolator (excellent though it was!). In this model the UV seams are continuous, allowing true displacement of the geometry using the normal displacement plug.

Here he is in Animation Master…

Ken, can you show a wire of the AM model?
Was at imported plain as an OBJ file???

Wow, looks so good.

Mike: Here’s the wire. It was brought in with an obj importer plugin(see in the menu). :+1:

Cinema 4D 8.5, using the 2 materials and clipped/inverted map trick I cover in the other, main displacement thread.

KenH,

Did you flip the maps? its looks like the maps on the model are upside down. I see details around mouth area but I dont see any of the forehead details.

hi all
Zeddicus how is your setting for v-ray ?
when i try displacement with vray i just have a black screen or an explode mesh

thank

I dont know whats wrong but in XSI I loose the projection on the displacement… everything is fine when i use bump but I guess thats not the same.

Can someone explain the difference between bump and displacement and how they are in one file? Thank you

i wonder if you generaged the displacement correctley for it to work in xsi or whats going on? BTW the other test head worked just fine. Same procedure… kinda confused as to why is this?

reptil: Try using lower values in the Vray displacement modifier, and if that doesn’t help try scaling up the mesh a bit. Oh, and the map is already flipped vertically I think, so you don’t want to do that to it yourself.

en detalle … :+1: LW7.5

Dfaris: At the moment, AM only accepts 8 bit images so some of the detail is lost. There are ways around it though.

Zeddicus : thank for reply i ll try your advice !! thank all for this great forum

Hi! - Really nice looking renders! Thanks for everybody for testing :slight_smile:

  • Sorry for no replies - Moved to new town… still one week to DSL :frowning: have to use wireless connection - costs too much for me to surf forums daily :slight_smile:

-S-S

Here’s a test with Lightwave using Sami’s head:

Question for CiaranM (or anyone else): What programs are there for converting the displacement map into to an HDR image, and does Lightwave actually handle 16 bit maps better than 8 bit ones? Cheers in advance :slight_smile:

ola Grub …el programa se llama
HDRSHOP
http://www.debevec.org/HDRShop/
:+1:

Here is a tip I figured out. . .maybe you
guys have already tried this. . . if you
change the .tif extension to .tiff on the
16 bit greyscale displacement map Lightwave
will load the file. . .shouldn’t need to convert it to hdr. Try it out

Tom MacDougall

jotajota, gracias por el acoplamiento. :smiley:

tmac- a clever tip I’ll certainly try that, cheers :+1:

Heh, cool.
Indeed works in LW with renaming to .tiff, however it will be loaded as 8bit image…

Hm i don’t know how you guys are doing it, but the bump displacement doesn’t work at all for me, it’s basically the texture displacement in z-direction :confused:
Which is wrong IMHO.

I’m writing a normal displacement plugin and this is what i got with it:

I did not have to edit contrast or anything, just add the image with UV-mapping to my normal displacement.
However it takes ~5sec longer than the other method at SubPatch Level 15 (but that will be shorter in animations as i cache the topology and only recalc the normals)