Zbrush to Maya displacement problem


#1

Hello I made my first headmodel in Zbrush, I follow all the information on Zbrush to maya displacement workflow tutorial. But don’t get the highdetail in maya :frowning:

First image is with high sDiv level in Zbrush
Second image in Maya with level 1 sDiv
Third Image with displacement file…but not the right detail as the 1 in Zbrush…

Yes I have multi displacement plugin and the convertfile.bat (I follow the tutorial: http://www.zbrushcentral.com/zbc/showthread.php?t=43264&highlight=maya+displacement+maps

After I click on Create all in the mulit displacement plugin I get 2 files…but only need 1 for displacement map, how come I get 2?

I can’t see/find the problem I do, I hope someone can help me out of this!


#2

make sure that in the multi displacement exporter plug-in in ZBrush you only have one of the options turned on (R32, D32, Etc…), then create a 32-bit float displacement map. In maya, make the Displacement shading network, make sure you have the feature displacement setting turned off, and that you create a mental ray approximation on the mesh. Make sure mental ray is on and render. There should be no problem, if so then let me know…


#3

Hey man, thnx for your reply!

But :frowning: yes I did all those options and still see the same result.

Here are the things I did:

This it looks like in Zbrush SDivlevel 5 from the 6 Sdivlevels



#4

DE-LDEK-EAEAEA-R32
My code differs, B -> D (the difference is “scale”)
I just ripped this one from zbrush central, and it works great for me.

Except that I cannot see any faults you have made. The color correction value could be very much too large, but you would see more effect, not less:) (i use around 0.5)
the expression for the alpha offset is =-file1.alphaGain/2 (change filenumber too)

Also, “Min subdivision” is the actual subdividing you want, so if lvl 5 in zbrush -> Min subdiv in maya = 4.

If none of this works, in render globals ->translation -> export verbosity -> Progress messages.
This way you will see in the output window the amount of polygons AFTER approximation is done, this way you can be sure that the subdivision actually happens.


#5

Thnx hakanpersson! :thumbsup:

I gonna try it right away! will tell you soon if it works with those changes!

Qualize


#6

lol it helped allot Hakan :thumbsup: Sooo silly…frustrating a hole week long in my room and even in my dreams :D:) and only changing 1 thing:
DE-LDEK-EAEAEA-R32
My code differs, B -> D (the difference is “scale”)

If none of this works, in render globals ->translation -> export verbosity -> Progress messages.

I can’t find this option in Maya 8.5 :smiley: I try to find it “help / Find menu” and google…no good results

I did try setAttr mentalrayGlobals.exportVerbosity 5 with no succeed.

But its not 100% good, I imported the Zbrush Object (Left side of image) and the Right 1 is the Low poly SDivlevel 1 with the discplacement SDivlevel 5 “of the 6”.


#7

Ah, nice. Great you got it that far at least:)

When I said render globals, I just referred to you render setting dialogue. The second tab (mental ray). You find it if you dig deep enough.

That quality differs between maya/zb. Most likely a result of the fact that displacement can only displace upwards, which quite obviously not all deformations can be. So the more accurate lowpoly the better displace result you will get. You should look into “Retopo”, more info can be found in zbrush.info on that.

The approximation is basicly equal to a normal smooth, however, when it is at lvl 1 the mesh will be smoothed one time, whilst lvl 1 in zbrush is equal to 0 in maya, thus one number lower to achieve same subdividing as in maya:) Besides making sure its divided equally, the texturesize could possibly be too small? But unless your uvs are really crappy, 2048 should cover those details.

Not to forget, unless you changed manually, your imported zbrush mesh display hard edges, which will define the details better.


#8

Thnx Hakan!

I will try and search what you told me :wink: I hope I get it work :thumbsup:

Will post a update of my next try here later!

Thnx again :wink:


#9

Got the same problem here.
But I´m on a Mac. Perhaps there isn´t support for displacing from ZBrush to Maya on Mac.
I spent a lot of time to figure out what I´m doing wrong here with the Stingerhead tutorial.
But no luck I tried your code suggestion but no luck!
I make the .map file in Parallels-XP then moving it to my OSX 10.5

CellS


#10

looks like in the maya stuff you should have the mental ray approximation node set for displacement instead of poly subdivisions?


#11

No that dosen´t work.
I get an effect with subdiv aprox but I get only bigblobs that intersects with each other.
Do someone have a ready file for me to test if I can get an good result from.
Don´t know if it´s me and my settings or the OSX intel version of Maya that is wrong!
Cs


#12

Hi,

that big blobs problem (in Maya 2008, right?!) is a common problem which can be solved:

You have to change your render setting in Maya 2008:

http://www.zbrushcentral.com/zbc/showthread.php?t=51953

(Window > Settings/Preferences > Preferences > Settings > Rendering > Mentalray Preferences > Use Maya-style alpha detection on file textures.)

There is a further problem with seams at the UV shell borders in Maya 2008. I have found a solution for that:

http://www.zbrushcentral.com/zbc/showthread.php?t=54042

Marco


#13

Thnx allot for your post marcotronic :slight_smile:


#14

Wow great!
Many many thanks,marcotronic!
I´ve spent many days to figure out this!

Now it´s a need for buying ZBrush!

CS


#15

Now I got a new thought!
How do I make this to work with the original created tif file?
Do I have to convert it in Photoshop?

CS


#16

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