displacement and normal problem

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  02 February 2013
displacement and normal problem

hi !

im an new poster in this forum and i got an question:

i created an head in zbrush and brought it back into maya with goz.
the rendering of the head is fine in maya 2010 with an blinn-shader.

but when i set up an "misss fast skin shader" and hook up the same
displacement and normal maps (which i used in the "blinn-shader") and assigned it to the mesh, i got a very strange result in the rendering:
the face looks now like after an lost boxing-fight ... everything is swollen in this face.

and here is my question:
what should i adjust at the "misss fast skin shader" to get the same good result as i had with the "blinn-shader" before?

thanks to everybody who can help me!

greetings from
loopon
 
  02 February 2013
Posting the both rendered image may help peaple to catch up the fault.
 
  02 February 2013
Originally Posted by Zhbdcafe: Posting the both rendered image may help peaple to catch up the fault.


hi Zhbdcafe!

sorry for my delay.. here are two pics:
one with blinn (fine)
one with misss fast skin (boxer)


greetings loopon
Attached Images
File Type: jpg blinn.jpg (59.3 KB, 7 views)
File Type: jpg MissFastSkinShader.jpg (62.0 KB, 8 views)
 
  02 February 2013
Have u applied mental ray subdivition from the approximation editor for rendering that displacement map. If it is a 16 bit map then you can tune N-Subdivition level and alpha offset and alpha gain value of ur map to get expected result.
 
  02 February 2013
hi :-)

thanks for your reply!
no, i havnt applied mental ray subdivition from the approximation editor. (but in the blinn is an "nsubdivition" 3.000), so this could be my error. ive never done this before ;-)

i clicked on my skin shader,
opened up window/ rendering editors/mental ray/aprproximation editor
and clicked at "subdivisions(polygons and subd. surfaces)" on the "create"-button. after this i clicked on the "assign"-button...
but it seems to me, that there is no automatic linking to my shader?
what must i connect and where?

m sorry, but im an noob in this and i cant find something in the web about "applying mental ray subdivition from the approximation editor".

greetings
loopon
 
  02 February 2013
Appling Zbrush displacement maps in maya and getting the exact result is not an one click solution. I've found this tutorial is very handy: http://www.thegnomonworkshop.com/st...utorials/ssp02/

Last edited by Zhbdcafe : 02 February 2013 at 02:20 PM.
 
  02 February 2013
ok... i will try this tutorial.

thank you very much!!!
 
  02 February 2013
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