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gster123
07-05-2007, 11:03 AM
Heey Guys

I'm having a bit of a hard time getting my displacement maps to work between Zbrush 3 and Maya 8.5 SP1a.

I'll outline what I've been doing as i'm sure that i'm missing something that must be really simple.

1. Create a low poly model in maya, UV mapped with auto mapping.
2. Export as an obj and import into Zbrush
3. Scuplt my model
4. Go back to the lowest level (thats changed shape form the scuplting) export the object with obj, txr, qud, mrg options set in Zbrushes options.
5. Imported the object back into maya with false set in the create multiple objects option, fixed up the UV's that have changed form all the moving about.
6. Opened the sculpted Ztool, gone to the lowest subdivision level, saved a morph target, imported the fixed up model, switched the geo, everythings fine when I go back up the levels.
7. Go to the lowest subdivision level and create a displacement map, then export as a 32 bit flipped tiff.
8. I then add the displacement map to the object in maya with feature displacement off, a mental ray subdivision approximation editor set to spatial min and max set, the colour balance in the displacements file node is set to alpha gain 1, offset to -.05, I then render with MR, the object then "explodes" for want of a better description.

If I set the alpha gain to 0 I get a nice smooth object with no details, if I go to 0.001 it looks horrible and if I goa above that it explodes again??

Ive tried various tutorials/methods etc to no avail, so any help wouldbe egreatly appreciated as i'm loosing hair folicles fast.

Cheers

Beanmaster
07-05-2007, 01:16 PM
" ...set to alpha gain 1, offset to -.05, I then render with MR,..."


Hi,
The right values would be alpha gain 1 and alpha offset -0.5.
Alpha offset always has to be the negative half of alpha gain.

gster123
07-05-2007, 02:43 PM
Thanks for that, It was a typo, the values that I used was -0.5.

Ive even tried a auto displacement set up mel script (from Gnomon online) and that didnt help out either, I'm thinking that its something to do with the actual displacement map itself.

Think I might load it up into Zbrush 2 and then go from there.

Unless anyone has any other suggestions? I think that its probably someththing really simple as this it the first time I've tried to get a model form Zbrush to maya

Beanmaster
07-05-2007, 02:50 PM
Hey, i have got another idea. Maybe try to convert the 32-bit TIF to a 16-bit TIF in Photoshop.

Else try some other values like 0.5 gain and -0.25 offset.

Ciraxis
07-06-2007, 01:14 AM
id convert the 32bit tiff to .map file because MR doesnt work well with tiffs, theres a convertfile dos batch file u can drag the tiff onto and it creates a .map for you which is mental rays file format.

and i think maybe u doing too many steps heres what i did to generate my tiffs which work;

1. Model low poly and do UVs in maya
2. export model as obj, then import that into zbrush
3. hit morph target at lvl 1 as soon as i import into zbrush* at lvl 1, then go up lvls and add detail then switch back to lvl 1 and hit switch morph target, or if i forgot to hit morph target first just import the low poly model that u exported from maya and it will be doing the same thing, also if u wanted to change uvs u can do the export from brush model at lvl 1 on the settings u did then import back in at lvl 1after u changed uvs.
4. at lvl 1 after i switched or import the first model click MD2 and create a R32 disp map and select mapsize adjust = 0 and res 2048x2048 and dpsubpix 1 to start off then click create.
5. convert tiff to .map for mental ray to read faster and more efficient, i think u find the file convertfile.bat on zbrush forums somewhere, then do the displacement network and add subd and tesselation approx nodes setting spatial and fine and min =4 and max = 5 and edge length 0.2 to start off then work up if u need more detail

this exact order works for me

gster123
07-06-2007, 10:49 AM
Cheers guys, got it going now

What I had to do was take my high poly mesh into Zbrush 2, reconstruct the subdivisions, then create the maps, works fine now, must be something with Z3's displacement that either its doing or I am, ive seen that you cant use MD2 with Z3 but i'm sure that ive read on the zbrush wiki a guide that tells you to install it, so I thought that it was an updated version (heres where I read it from http://www.zbrush.info/docs/index.php/Displacement_Exporter )

Bit confusing that, but think that i'll wait for a proper update and use Z2 to get my maps out.

Worked first time with the Z2 method

Ciraxis
07-06-2007, 12:46 PM
yeah i meant with z2 aswell:) dont bother using z3 for displacement they havent released the md3 for that yet, but u discovered that out anyway:)

wabash
07-10-2007, 08:06 PM
Any certified zbrush 3 to maya 8.5 displacment tutorials?

wabash
07-10-2007, 08:07 PM
There's not a multi displace feature built into 3??? You would think that since this is the most important step (and why many of us use zbrush) that this would be built in. Ah zbrush 3 looks so cool but why not spend a little time with workflow functionality then pretty ui upgrades.

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