Zborntoy test :)


#6

We’ve heard about some troubles with combustion, while a crash could be avoided, it would still have troubles with getting layers into the interface. We’re on it! :wip:

If you happen to have after effects around, you could already take it for a spin.

We’ll keep you updated!

In the meantime, I’ve started a series to explain the very basics of the ZbornToy with simple illustrations, all done with the plug-in as well (except the pixelation, of course).

ZbornToy_EXPLAINED_part1.mov

News on the combustion issue will come ASAP!

Taron


#7

It seems to load fine in DF…but I’m too stupid to figure out how to set it up correctly…anyone want to “share their flow” with me (that sounded strange…)?


#8

hi mocaw

i am not sure how the parameters will look like in DF but basically u only have to
use the zborntoy on the alpha dept file. in afx it works this way load the depth file
into a new composition and then use the plugin on that file. the first parameter u have
to put in is the depth factor (zbrush will show it within the alpha menu) and then u
should see it as 3d. further only load the rest of the maps (color specul …) into
the shading rollout and push around the influence buttons.

the only most important setting within afx is u have to change the 8 bit settings
of the project settings to 16 bit, only then the depth map will be displayed correctly
i am not sure if u have to do it in DF as well (if i find time i will try this plugin in DF
to find out)

happy testing

nec


#9

http://www.reybustos.com/tmp/example.mov
Here is an example movie of ZbornToy working Fusion 5.02 it also works in 5.1 .

The thing is you have to go into your Compositing settings and choose 32bit and not 16bit. I find to get nicer results this way.
http://206.145.80.239/zbc/showthread.php?t=39144
Here are two of my posts on ZbrushCentral


#10

hey super crossbones thanks a lot for ur reply :slight_smile:

just checked ur video nice mesh by the way

to bad i do not have lots of time testing the new plugin but so far i
totally love it super results within no time

c u nec


#11

i’d love to play with that depth map of the alien and see if I can’t do some funky stuff with it. How long per frame in ZbornToy did it take to render.


#12

sure crossbones

http://www.necs3dart.com/latestwork/tmp/alien.zip

here is the file rendering mmmm verry fast 10 seconds on my
2.1 ghz laptop


#13

.25 seconds on my p4 3.6


#14

That’s a really nice rendition of the alien.


#15

From my experience, Zborntoy works in DF 4 but not 5.


#16

yesterday i did the next step. i tried to output all those maps from messiah studio. saved the files as .rla depth, color, specul and so on and put the puzzle together in afx. i will show the
result later today and how u can export all of those maps. to be honest only the
depth map is a little bit tricky.

the only thing i saw was little bit of bad quality in my depth map which showed some
pixel artifacts in afx. dont know if its related to the exported displacement map out of zbrush
or due to render settings within messiah. but i keep u updated

nice testing

nec


#17

Nice work. I really should get my hands on this plugin, too. As soon as I have time next decade. :cry:


#18

different angel, and more sss


#19

and here with every map exportet out of messiah directly


#20

hi all

in case anyone is interested in a little tutorial how to export all the needed maps (depth, color, specul…) out of messiah here u go

first of all lets start with the depth map.

the setup is done verry easy. all u have to do is parent a null to the camera this is null position 0,0.

then move the null into z axis till meshend as u see in pic 2

there u get the max z-number 8,1431 which is needed in the buffer region for the output setting as shown in pic 3. u have to use file format RLA by the way.

all set up correctly turn of the lights, turn off aa and hit the render button and u got a “perfect” depth map. not 100% perfect cause its an inverted map. we will fix that in afx later

for the color, specularity and the rest of the maps do the following. u have to use the surface color buffer the reason is simple we need the the color and only the color without lights sss, specularity included

and to set up the shader its easy done, only input the different maps into the color slot of the shader. hit render then load the next map hit render again till u have all the maps for the afx project.

i hope thats all understandable in case not feel free to ask

happy testing


#21

lets continue the fun with afx. i mentioned before we have to fix the
depth map first its done this way. open a new comp load the depth map into it and then choose channel/invert (german kanäle umkehren)

it will look like this afterwards

before i forget it verry verry important set the project settings to 16 bit per channel!!

the rest is easy start a new comp load the inverted alpha comp into it and use the zborntoy on it and continue as taron did his tutorial on
www.taronites.com. only one difference is the depth factor setting. zbrush gives u the exact number with the messiah methode u dont have this number but only raise it till the mesh looks fine easy isnt it

i wish u all the best and hope to see some renders in the future


#22

so this is the endresult i got with all maps exportet of messiah and rendered in afx with zborntoy. renderingtime mmm 20 seconds maybe dont know on a old 2,1 ghz dell laptop


#23

I’ve been guessing up to a certain point. The thing is that you have to measure the closest it comes to the camera and the furthest away as well.

Regards to your work, add some reflected light using the point light or do some lighting passes at it by adding another Zborntoy effect.


#24

here ya go little animation of my monster maps output from messiah rendered in afx with zborntoy

here


#25

hi all check it out

anim here