View Full Version : Still having a problem with ZBrush displacement
tjnyc 11-03-2004, 03:44 AM Hey,
I have some more ZBrush work done and I still cannot get any decent results when I render with m:Studio. The displacment maps are fine as I can get good results in both Zbrush(re-applied displacement map) and Mental Ray.
My settings in m:Studio are
4096x4096 displacment map
pre-generated polygons
displacement = 1
sub-level = 3(also tried up to 8)
bump = between 1 - 0.1
image map type = UV
Flip V = On
Is there something I am missing?
Any help is much appreciated
Cheers,
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ThomasHelzle
11-03-2004, 09:36 AM
Did you "center" your displacement? Zbrush uses neutral grey as midpoint, above the mesh goes outwards, below the mesh goes inwards. If you didn't already (your post wasn't clear about that), use a MinMax node, setting Min to -1 and Max to 1.
Other than that, I would have to see some comparision images...
And you have MetaNURBS active for the object, don't you?
It surely works... Taron just showed off again:
http://206.145.80.239/zbc/showthread.php?t=021809
Cheers,
tjnyc
11-03-2004, 01:30 PM
I never heard about using the min-max at that range, but that makes sense.
Thanks,
tjnyc
11-18-2004, 01:27 PM
Okay. Just a test render using an unfinished ZBrush map and custom skin shader created in messiah. A little post, but mostly all rendered hot from studio. A couple of issues, seams are still visible, but I found a couple of ways to deal with it, one not to use AUT or any UVing in Zbrush, have to do UV manually. Increasing AA also gets rid of seams but causes long rendering times. So far out of 4 true displacement supported renderers I have tried, only MR and studio gives me the best quality, but MR needs some fuzzing about to get good results.
http://www.telescript.com/images/tony/dark.jpg
Cheers,
ThomasHelzle
11-18-2004, 01:44 PM
"rendered hot from studio" sounds quite to the point ;)
hey, this guy must have some headaches - no wonder he turned to evil. :)
Very very cool!
I find it interesting that Taron also makes his own UV map and put's the seam to the back of the head where it is unlikely to be seen and there isn't too much detail normaly. His recent post on ZbrushCentral gave me quite some ideas...
I think to solve the seam/crack problems they would have to interpolate the displacement image not like it is done normally in X and Y direction of the image, but in the objects UV space, so that parts that are distant in the image but share UV seams are interpolated correctly. I am unsure how hard this would be to implement but it should get rid of any problems in this area.
Very cool stuff! :thumbsup:
tjnyc
11-18-2004, 02:23 PM
Thanks. I am also learning alot from Taron's explanation, especially the detailing part. There is so much I haven't tapped in Zbrush when it comes to high amounts of detailing.
Cheers,
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