So i’m working on a female model with very limited hardware resources. Check it out here:
So I had to do a test to compare several methods of ZBrush displacement within max. I have to say the results weren’t that good. But check it out below.
So now the obvious challenge comes to getting the model into 3d Studio Max. Since max’s memory management and adaptive mesh algorithms (or rather lack there of) is really crappy so it can’t really handle the 500k poly models that ZBrush can handle in real time.
So the obvious choice is of course ZBrush displacement maps in max so that the renderer can handle the high poly count per bucket at render time. So here are the results in the renderers that I actually have access to.
Mental Ray: Too slow for SSS and GI in my past experiences - didn’t even try this one. If someone wants to post results that would be awesome!
finalRender: Blazingly fast GI algorithm… not so fast SSS algorithm. My favorite renderer… we’ll see
VRay: Fairly fast GI algorithm with its irradiance map. SSS algorithm not really mature.
In the following lighting conditions 2 lights, both with ray traced shadows. See how long it takes to render a displacement map generated with ZBrush’s displacement map feature with adaptive displacement maps. Here are the low poly control cage.
The Winner: Vray
There is an alternative method to rendering high poly stuff with displacement in max. Throw a turboSmooth or meshsmooth modifier on it and crank up the render iterations to match ZBrushes. So that would be 5 for me… unfortunately this CRASHED!
So apparently finalRender’s micro-triangle displacement algorithm is SUPER SLOW!! Check this out. The render took more than 2 minutes for 128x128 test render and I just stopped it because it was so slow.:banghead:
This ended up being the fastest using the Vray Displacement Modifier With the same setup as my pervious tests, this churned through the displacment map as if it were nothing. Check out the results below. Two different types of displacements were used.
Subivision: This, in theory should give the most accurate shapes. Unfortunately it leads to some artifacts of little bumps. Anyone know how to solve this?
2d (Landscape) This requires you to smooth out your mesh before you apply the displacement. This works just fine. But once again there are some different artificats. This time from the way the displacment map is set up itself since ZBrush outputs subdivision displacement maps.
And there you have the results.