RE: Rendering ZBrush displacement in Soft

2014-01-09 Thread Szabolcs Matefy
Actually finally I managed to work with displacement. However, displacement is 
not as detailed as I'd like, but boosting with a bump map, it looks fine. 
Unfortunately, the midpoint seems to be off, I have to somehow tune it. In ZB I 
set midpoint to 0.5, because if I set it to 0, It looked as if I have no 
recesses on the skin. Now what I think is that I have to exaggerate the details 
to make it work properly with skin shading, but that's another story.

It looks like that the details are in the texture, but somehow the model 
doesn't want to reflect it, maybe I should pump up the subdivision in the 
displacement tab of geoapprox PPG.

Cheers


Szabolcs

PS. For me, after GoZ is used then I have two issues: 1) I can't Alt-Tab to 
change between tasks, I have to minimize ZBrush, 2) All playback function, 
simulation is not available anymore in Softimage


Cheers




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Emilio Hernandez
Sent: Wednesday, January 08, 2014 4:58 PM
To: softimage@listproc.autodesk.com
Subject: Re: Rendering ZBrush displacement in Soft

I also use GoZ a lot, the only bug that happens for me is that if you send from 
Softimage to Zbrush, make an UV check before start sculpting.  Sometimes they 
got screwed.  So export an OBJ and import in Zbrush do your sculpt and sendback 
to SI.  Make sure your UV's are consistent and flip the U before exporting from 
Zbrush or your map is going to come up flipped. upside down.
Regularly I don't subd the mesh in Zbrush more than 4 subd.   As you need to 
subd your mesh also inside SI the same amount to properly displace the geo when 
rendering.  If you find that you need more subd in your sculpt.  I willo go 
back, subd the mesh to get more polys and send it back to Zbrush, so you can go 
as high as 8 subd from the original mesh, that is a lot.

As far as I remember you can use a 32bit depth image to plug that into the 
scalar change range node.  But this depth in the bitmap has nothing to do with 
the linear workflow, as the linear workflow is related to gamma correct display 
and rendering, and this maps are to drive values of units to displace the 
geometry inwards and outwards and to be interpretated by the render engine
Here is video that will help to understand the displacement in SI and MR.

https://vimeo.com/29898426

.


[http://img694.imageshack.us/img694/8965/erojamailpleca.jpg]

2014/1/8 Cristobal Infante cgc...@gmail.commailto:cgc...@gmail.com
You read it linear for sure. What exactly is your problem, are you not getting 
enough detail?. If this is the problem it can also be the UVs are not big 
enough for each poly.

To be honest the final shader doesn't really matter for the disp, in fact GoZ 
export with a phong. I personally only use Architectural materials when in MR 
though.



On 8 January 2014 12:45, Szabolcs Matefy 
szabol...@crytek.commailto:szabol...@crytek.com wrote:
OK, next question. If you are working in linear workflow, how would you set up 
the displacement? At this moment I feed the displacement map as Linear, and 
scale it down with Change Range node. The displacement map is an OpenEXR 32 bit 
texture, and I am using the MILA mental Ray shaders.

Cheers

Szabolcs

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Cristobal Infante
Sent: Wednesday, January 08, 2014 12:08 PM

To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Rendering ZBrush displacement in Soft

GoZ for softimage all the way...

On 8 January 2014 09:24, Emilio Hernandez 
emi...@e-roja.commailto:emi...@e-roja.com wrote:
The trick is the scalar change range node in the render tree to match the 
displacement.  So MR will know wich values go up and wich values go down.  Take 
a look at the alpha value when exporting the displacement map from Zbrush.  
That value should be placed in the scalar change range node in the render tree.
So let's say that the alpha value in Zbrush for the exported map is 0.054.  You 
should plug the dm in the scalar change range node and place the minimum value 
to -0.054 ant the max to 0.054.  That way MR will know where is 0.0 value and 
the max and min displacement.

[http://img694.imageshack.us/img694/8965/erojamailpleca.jpg]

2014/1/8 Florian Breg florian.b...@gmail.commailto:florian.b...@gmail.com

Have you tried GoZ for softimage? I used it a lot recently and it works like a 
charm.

With the click of a button you get your model imported into SI with all the 
maps attached and a change range node with the right values added to your 
displacement. It even flips the maps for you.

I think you can download it from the pixologic site.

Good Luck,
Florian
Am 08.01.2014 09:18 schrieb Szabolcs Matefy 
szabol...@crytek.commailto:szabol...@crytek.com:

I'm sure that I'm the source

Re: Rendering ZBrush displacement in Soft

2014-01-09 Thread peter_b
yeah, about fine detail and skin shading,
subsurface scattering does tend to cover up fine surface detail – recesses and 
wrinkles in the skin in particular.

just think of it: a wrinkle on top of the skin is like a fine ridge. without 
scattering, if the light comes from the left, the left of that ridge would be 
bright and the right in shadow. but the scattering makes the shadow part light 
up – and if your SSS shader compensates the diffuse (which it does by default) 
the left part will be a bit less bright than it would be without scattering.
so as a net result this counters the diffuse light, effectively washing out the 
ridge.

so I’d first check with diffuse(spec) only to see if the displacement and bump 
detail looks right to you - conform to what you had in the sculpt.

exaggerating the bump/displace might help a bit but probably not enough.
You’ll really distort the object a lot while the fine detail will still be 
washed out by scattering.

mixing the bump and displacement maps with the scattering color and AO or 
cavity map can help to bring back some of that surface detail.

don’t forget a spec/reflectivity map as well but that’s regardless of 
scattering.
if you don’t have one, my standin solution is use the diffuse inverted to drive 
spec/reflectivity as well as shinyness/gloss (with proper change range nodes) - 
so dark diffuse results in a stronger but concentrated highlight and bright 
diffuse in a less intense but wider highlight. 
this works rather well and more often than not, it’s like this in reality. it 
certainly beats not texturing the spec/ref.

ah, it’s the classic “it looks great in zbrush, why don’t I get the same in the 
render?” and there’s no easy solution to that.
Zbrush viewport makes detail in the sculpt stand out very well and it takes 
work to bring that back in the render.


From: Szabolcs Matefy 
Sent: Thursday, January 09, 2014 12:12 PM
To: softimage@listproc.autodesk.com 
Subject: RE: Rendering ZBrush displacement in Soft

Actually finally I managed to work with displacement. However, displacement is 
not as detailed as I’d like, but boosting with a bump map, it looks fine. 
Unfortunately, the midpoint seems to be off, I have to somehow tune it. In ZB I 
set midpoint to 0.5, because if I set it to 0, It looked as if I have no 
recesses on the skin. Now what I think is that I have to exaggerate the details 
to make it work properly with skin shading, but that’s another story.

 

It looks like that the details are in the texture, but somehow the model 
doesn’t want to reflect it, maybe I should pump up the subdivision in the 
displacement tab of geoapprox PPG.

 

Cheers

 

 

Szabolcs

 

PS. For me, after GoZ is used then I have two issues: 1) I can’t Alt-Tab to 
change between tasks, I have to minimize ZBrush, 2) All playback function, 
simulation is not available anymore in Softimage

 

 

Cheers

 

 

 

 

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Emilio Hernandez
Sent: Wednesday, January 08, 2014 4:58 PM
To: softimage@listproc.autodesk.com
Subject: Re: Rendering ZBrush displacement in Soft

 

I also use GoZ a lot, the only bug that happens for me is that if you send from 
Softimage to Zbrush, make an UV check before start sculpting.  Sometimes they 
got screwed.  So export an OBJ and import in Zbrush do your sculpt and sendback 
to SI.  Make sure your UV's are consistent and flip the U before exporting from 
Zbrush or your map is going to come up flipped. upside down.

Regularly I don't subd the mesh in Zbrush more than 4 subd.   As you need to 
subd your mesh also inside SI the same amount to properly displace the geo when 
rendering.  If you find that you need more subd in your sculpt.  I willo go 
back, subd the mesh to get more polys and send it back to Zbrush, so you can go 
as high as 8 subd from the original mesh, that is a lot.

 

As far as I remember you can use a 32bit depth image to plug that into the 
scalar change range node.  But this depth in the bitmap has nothing to do with 
the linear workflow, as the linear workflow is related to gamma correct display 
and rendering, and this maps are to drive values of units to displace the 
geometry inwards and outwards and to be interpretated by the render engine

Here is video that will help to understand the displacement in SI and MR.

https://vimeo.com/29898426

.

 






 

2014/1/8 Cristobal Infante cgc...@gmail.com

You read it linear for sure. What exactly is your problem, are you not getting 
enough detail?. If this is the problem it can also be the UVs are not big 
enough for each poly.

 

To be honest the final shader doesn't really matter for the disp, in fact GoZ 
export with a phong. I personally only use Architectural materials when in MR 
though.

 

 

 

On 8 January 2014 12:45, Szabolcs Matefy szabol...@crytek.com wrote:

OK, next question. If you are working in linear workflow, how would you set up

Re: Rendering ZBrush displacement in Soft

2014-01-09 Thread Emilio Hernandez
Something that helps a lot is using a normal map.  To get the fine details
without pumping up additional geometry.

Get a normal map out of Zbrush the same way you do the displacemnt.

Add a Binormal map to the object in softimage  and use it to drive bump.
This will add the extra fine details in your render.

Cheers.





2014/1/9 pete...@skynet.be

   yeah, about fine detail and skin shading,
 subsurface scattering does tend to cover up fine surface detail – recesses
 and wrinkles in the skin in particular.

 just think of it: a wrinkle on top of the skin is like a fine ridge.
 without scattering, if the light comes from the left, the left of that
 ridge would be bright and the right in shadow. but the scattering makes the
 shadow part light up – and if your SSS shader compensates the diffuse
 (which it does by default) the left part will be a bit less bright than it
 would be without scattering.
 so as a net result this counters the diffuse light, effectively washing
 out the ridge.

 so I’d first check with diffuse(spec) only to see if the displacement and
 bump detail looks right to you - conform to what you had in the sculpt.

 exaggerating the bump/displace might help a bit but probably not enough.
 You’ll really distort the object a lot while the fine detail will still be
 washed out by scattering.

 mixing the bump and displacement maps with the scattering color and AO or
 cavity map can help to bring back some of that surface detail.

 don’t forget a spec/reflectivity map as well but that’s regardless of
 scattering.
 if you don’t have one, my standin solution is use the diffuse inverted to
 drive spec/reflectivity as well as shinyness/gloss (with proper change
 range nodes) - so dark diffuse results in a stronger but concentrated
 highlight and bright diffuse in a less intense but wider highlight.
 this works rather well and more often than not, it’s like this in reality.
 it certainly beats not texturing the spec/ref.

 ah, it’s the classic “it looks great in zbrush, why don’t I get the same
 in the render?” and there’s no easy solution to that.
 Zbrush viewport makes detail in the sculpt stand out very well and it
 takes work to bring that back in the render.


  *From:* Szabolcs Matefy szabol...@crytek.com
 *Sent:* Thursday, January 09, 2014 12:12 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Rendering ZBrush displacement in Soft


 Actually finally I managed to work with displacement. However,
 displacement is not as detailed as I’d like, but boosting with a bump map,
 it looks fine. Unfortunately, the midpoint seems to be off, I have to
 somehow tune it. In ZB I set midpoint to 0.5, because if I set it to 0, It
 looked as if I have no recesses on the skin. Now what I think is that I
 have to exaggerate the details to make it work properly with skin shading,
 but that’s another story.



 It looks like that the details are in the texture, but somehow the model
 doesn’t want to reflect it, maybe I should pump up the subdivision in the
 displacement tab of geoapprox PPG.



 Cheers





 Szabolcs



 PS. For me, after GoZ is used then I have two issues: 1) I can’t Alt-Tab
 to change between tasks, I have to minimize ZBrush, 2) All playback
 function, simulation is not available anymore in Softimage





 Cheers









 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Emilio Hernandez
 *Sent:* Wednesday, January 08, 2014 4:58 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Rendering ZBrush displacement in Soft



 I also use GoZ a lot, the only bug that happens for me is that if you send
 from Softimage to Zbrush, make an UV check before start sculpting.
 Sometimes they got screwed.  So export an OBJ and import in Zbrush do your
 sculpt and sendback to SI.  Make sure your UV's are consistent and flip the
 U before exporting from Zbrush or your map is going to come up flipped.
 upside down.

 Regularly I don't subd the mesh in Zbrush more than 4 subd.   As you need
 to subd your mesh also inside SI the same amount to properly displace the
 geo when rendering.  If you find that you need more subd in your sculpt.  I
 willo go back, subd the mesh to get more polys and send it back to Zbrush,
 so you can go as high as 8 subd from the original mesh, that is a lot.



 As far as I remember you can use a 32bit depth image to plug that into the
 scalar change range node.  But this depth in the bitmap has nothing to do
 with the linear workflow, as the linear workflow is related to gamma
 correct display and rendering, and this maps are to drive values of units
 to displace the geometry inwards and outwards and to be interpretated by
 the render engine

 Here is video that will help to understand the displacement in SI and MR.

 https://vimeo.com/29898426

 .






 2014/1/8 Cristobal Infante cgc...@gmail.com

 You read it linear for sure. What exactly is your problem, are you not
 getting enough detail

Re: Rendering ZBrush displacement in Soft

2014-01-08 Thread Emilio Hernandez
Are you using MR?




2014/1/8 Szabolcs Matefy szabol...@crytek.com

 Anyone has idea how to render ZBrush displacement correctly in Softimage?
 Times to times, I think I know, and the next time I can’t render detailed
 displacement…
 ___
 This message contains confidential information and is intended only for
 the individual named. If you are not the named addressee you should not
 disseminate, distribute or copy this e-mail. Please notify the sender
 immediately by e-mail if you have received this e-mail by mistake and
 delete this e-mail from your system. E-mail transmission cannot be
 guaranteed to be secure or error-free as information could be intercepted,
 corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
 The sender therefore does not accept liability for any errors or omissions
 in the contents of this message, which arise as a result of e-mail
 transmission. If verification is required please request a hard-copy
 version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322
 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
 DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli



RE: Rendering ZBrush displacement in Soft

2014-01-08 Thread Szabolcs Matefy
Yep.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Emilio Hernandez
Sent: Wednesday, January 08, 2014 9:00 AM
To: softimage@listproc.autodesk.com
Subject: Re: Rendering ZBrush displacement in Soft

Are you using MR?

[http://img694.imageshack.us/img694/8965/erojamailpleca.jpg]

2014/1/8 Szabolcs Matefy szabol...@crytek.commailto:szabol...@crytek.com
Anyone has idea how to render ZBrush displacement correctly in Softimage? Times 
to times, I think I know, and the next time I can't render detailed 
displacement...
___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli



RE: Rendering ZBrush displacement in Soft

2014-01-08 Thread Szabolcs Matefy
I'm sure that I'm the source of the error, but I can't reproduce the level of 
detail in Softimage. It might be that I make the displacement in ZBrush wrong, 
but in PS the map looks good (I use 32bit 3channel OpenEXR), but the rendered 
version has very faint details. If I bump up the displacement with change 
range, the modell blows up...


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy
Sent: Wednesday, January 08, 2014 9:12 AM
To: softimage@listproc.autodesk.com
Subject: RE: Rendering ZBrush displacement in Soft

Yep.

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Emilio Hernandez
Sent: Wednesday, January 08, 2014 9:00 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Rendering ZBrush displacement in Soft

Are you using MR?

[http://img694.imageshack.us/img694/8965/erojamailpleca.jpg]

2014/1/8 Szabolcs Matefy szabol...@crytek.commailto:szabol...@crytek.com
Anyone has idea how to render ZBrush displacement correctly in Softimage? Times 
to times, I think I know, and the next time I can't render detailed 
displacement...
___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli



RE: Rendering ZBrush displacement in Soft

2014-01-08 Thread Florian Breg
Have you tried GoZ for softimage? I used it a lot recently and it works
like a charm.

With the click of a button you get your model imported into SI with all the
maps attached and a change range node with the right values added to your
displacement. It even flips the maps for you.

I think you can download it from the pixologic site.

Good Luck,
Florian
 Am 08.01.2014 09:18 schrieb Szabolcs Matefy szabol...@crytek.com:

 I’m sure that I’m the source of the error, but I can’t reproduce the level
 of detail in Softimage. It might be that I make the displacement in ZBrush
 wrong, but in PS the map looks good (I use 32bit 3channel OpenEXR), but the
 rendered version has very faint details. If I bump up the displacement with
 change range, the modell blows up…





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Szabolcs Matefy
 *Sent:* Wednesday, January 08, 2014 9:12 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Rendering ZBrush displacement in Soft



 Yep.



 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Emilio Hernandez
 *Sent:* Wednesday, January 08, 2014 9:00 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Rendering ZBrush displacement in Soft



 Are you using MR?




 2014/1/8 Szabolcs Matefy szabol...@crytek.com

 Anyone has idea how to render ZBrush displacement correctly in Softimage?
 Times to times, I think I know, and the next time I can’t render detailed
 displacement…

 ___
 This message contains confidential information and is intended only for
 the individual named. If you are not the named addressee you should not
 disseminate, distribute or copy this e-mail. Please notify the sender
 immediately by e-mail if you have received this e-mail by mistake and
 delete this e-mail from your system. E-mail transmission cannot be
 guaranteed to be secure or error-free as information could be intercepted,
 corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
 The sender therefore does not accept liability for any errors or omissions
 in the contents of this message, which arise as a result of e-mail
 transmission. If verification is required please request a hard-copy
 version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322
 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
 DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli





Re: Rendering ZBrush displacement in Soft

2014-01-08 Thread Emilio Hernandez
The trick is the scalar change range node in the render tree to match the
displacement.  So MR will know wich values go up and wich values go down.
Take a look at the alpha value when exporting the displacement map from
Zbrush.  That value should be placed in the scalar change range node in the
render tree.

So let's say that the alpha value in Zbrush for the exported map is 0.054.
You should plug the dm in the scalar change range node and place the
minimum value to -0.054 ant the max to 0.054.  That way MR will know where
is 0.0 value and the max and min displacement.






2014/1/8 Florian Breg florian.b...@gmail.com

 Have you tried GoZ for softimage? I used it a lot recently and it works
 like a charm.

 With the click of a button you get your model imported into SI with all
 the maps attached and a change range node with the right values added to
 your displacement. It even flips the maps for you.

 I think you can download it from the pixologic site.

 Good Luck,
 Florian
  Am 08.01.2014 09:18 schrieb Szabolcs Matefy szabol...@crytek.com:

 I’m sure that I’m the source of the error, but I can’t reproduce the level
 of detail in Softimage. It might be that I make the displacement in ZBrush
 wrong, but in PS the map looks good (I use 32bit 3channel OpenEXR), but the
 rendered version has very faint details. If I bump up the displacement with
 change range, the modell blows up…





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Szabolcs Matefy
 *Sent:* Wednesday, January 08, 2014 9:12 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Rendering ZBrush displacement in Soft



 Yep.



 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Emilio Hernandez
 *Sent:* Wednesday, January 08, 2014 9:00 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Rendering ZBrush displacement in Soft



 Are you using MR?




 2014/1/8 Szabolcs Matefy szabol...@crytek.com

 Anyone has idea how to render ZBrush displacement correctly in Softimage?
 Times to times, I think I know, and the next time I can’t render detailed
 displacement…

 ___
 This message contains confidential information and is intended only for
 the individual named. If you are not the named addressee you should not
 disseminate, distribute or copy this e-mail. Please notify the sender
 immediately by e-mail if you have received this e-mail by mistake and
 delete this e-mail from your system. E-mail transmission cannot be
 guaranteed to be secure or error-free as information could be intercepted,
 corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
 The sender therefore does not accept liability for any errors or omissions
 in the contents of this message, which arise as a result of e-mail
 transmission. If verification is required please request a hard-copy
 version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322
 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
 DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli






Re: Rendering ZBrush displacement in Soft

2014-01-08 Thread Cristobal Infante
GoZ for softimage all the way...


On 8 January 2014 09:24, Emilio Hernandez emi...@e-roja.com wrote:

 The trick is the scalar change range node in the render tree to match the
 displacement.  So MR will know wich values go up and wich values go down.
 Take a look at the alpha value when exporting the displacement map from
 Zbrush.  That value should be placed in the scalar change range node in the
 render tree.

 So let's say that the alpha value in Zbrush for the exported map is
 0.054.  You should plug the dm in the scalar change range node and place
 the minimum value to -0.054 ant the max to 0.054.  That way MR will know
 where is 0.0 value and the max and min displacement.






 2014/1/8 Florian Breg florian.b...@gmail.com

 Have you tried GoZ for softimage? I used it a lot recently and it works
 like a charm.

 With the click of a button you get your model imported into SI with all
 the maps attached and a change range node with the right values added to
 your displacement. It even flips the maps for you.

 I think you can download it from the pixologic site.

 Good Luck,
 Florian
  Am 08.01.2014 09:18 schrieb Szabolcs Matefy szabol...@crytek.com:

 I’m sure that I’m the source of the error, but I can’t reproduce the
 level of detail in Softimage. It might be that I make the displacement in
 ZBrush wrong, but in PS the map looks good (I use 32bit 3channel OpenEXR),
 but the rendered version has very faint details. If I bump up the
 displacement with change range, the modell blows up…





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Szabolcs Matefy
 *Sent:* Wednesday, January 08, 2014 9:12 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Rendering ZBrush displacement in Soft



 Yep.



 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Emilio Hernandez
 *Sent:* Wednesday, January 08, 2014 9:00 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Rendering ZBrush displacement in Soft



 Are you using MR?




 2014/1/8 Szabolcs Matefy szabol...@crytek.com

 Anyone has idea how to render ZBrush displacement correctly in
 Softimage? Times to times, I think I know, and the next time I can’t render
 detailed displacement…

 ___
 This message contains confidential information and is intended only for
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 The sender therefore does not accept liability for any errors or omissions
 in the contents of this message, which arise as a result of e-mail
 transmission. If verification is required please request a hard-copy
 version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18,
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RE: Rendering ZBrush displacement in Soft

2014-01-08 Thread Szabolcs Matefy
OK, next question. If you are working in linear workflow, how would you set up 
the displacement? At this moment I feed the displacement map as Linear, and 
scale it down with Change Range node. The displacement map is an OpenEXR 32 bit 
texture, and I am using the MILA mental Ray shaders.

Cheers

Szabolcs

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Cristobal Infante
Sent: Wednesday, January 08, 2014 12:08 PM
To: softimage@listproc.autodesk.com
Subject: Re: Rendering ZBrush displacement in Soft

GoZ for softimage all the way...

On 8 January 2014 09:24, Emilio Hernandez 
emi...@e-roja.commailto:emi...@e-roja.com wrote:
The trick is the scalar change range node in the render tree to match the 
displacement.  So MR will know wich values go up and wich values go down.  Take 
a look at the alpha value when exporting the displacement map from Zbrush.  
That value should be placed in the scalar change range node in the render tree.
So let's say that the alpha value in Zbrush for the exported map is 0.054.  You 
should plug the dm in the scalar change range node and place the minimum value 
to -0.054 ant the max to 0.054.  That way MR will know where is 0.0 value and 
the max and min displacement.


[http://img694.imageshack.us/img694/8965/erojamailpleca.jpg]

2014/1/8 Florian Breg florian.b...@gmail.commailto:florian.b...@gmail.com

Have you tried GoZ for softimage? I used it a lot recently and it works like a 
charm.

With the click of a button you get your model imported into SI with all the 
maps attached and a change range node with the right values added to your 
displacement. It even flips the maps for you.

I think you can download it from the pixologic site.

Good Luck,
Florian
Am 08.01.2014 09:18 schrieb Szabolcs Matefy 
szabol...@crytek.commailto:szabol...@crytek.com:

I'm sure that I'm the source of the error, but I can't reproduce the level of 
detail in Softimage. It might be that I make the displacement in ZBrush wrong, 
but in PS the map looks good (I use 32bit 3channel OpenEXR), but the rendered 
version has very faint details. If I bump up the displacement with change 
range, the modell blows up...


From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Szabolcs Matefy
Sent: Wednesday, January 08, 2014 9:12 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: Rendering ZBrush displacement in Soft

Yep.

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Emilio Hernandez
Sent: Wednesday, January 08, 2014 9:00 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Rendering ZBrush displacement in Soft

Are you using MR?

[http://img694.imageshack.us/img694/8965/erojamailpleca.jpg]

2014/1/8 Szabolcs Matefy szabol...@crytek.commailto:szabol...@crytek.com
Anyone has idea how to render ZBrush displacement correctly in Softimage? Times 
to times, I think I know, and the next time I can't render detailed 
displacement...
___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli





Re: Rendering ZBrush displacement in Soft

2014-01-08 Thread Cristobal Infante
You read it linear for sure. What exactly is your problem, are you not
getting enough detail?. If this is the problem it can also be the UVs are
not big enough for each poly.

To be honest the final shader doesn't really matter for the disp, in fact
GoZ export with a phong. I personally only use Architectural materials when
in MR though.




On 8 January 2014 12:45, Szabolcs Matefy szabol...@crytek.com wrote:

 OK, next question. If you are working in linear workflow, how would you
 set up the displacement? At this moment I feed the displacement map as
 Linear, and scale it down with Change Range node. The displacement map is
 an OpenEXR 32 bit texture, and I am using the MILA mental Ray shaders.



 Cheers



 Szabolcs



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Cristobal Infante
 *Sent:* Wednesday, January 08, 2014 12:08 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Rendering ZBrush displacement in Soft



 GoZ for softimage all the way...



 On 8 January 2014 09:24, Emilio Hernandez emi...@e-roja.com wrote:

 The trick is the scalar change range node in the render tree to match the
 displacement.  So MR will know wich values go up and wich values go down.
 Take a look at the alpha value when exporting the displacement map from
 Zbrush.  That value should be placed in the scalar change range node in the
 render tree.

 So let's say that the alpha value in Zbrush for the exported map is
 0.054.  You should plug the dm in the scalar change range node and place
 the minimum value to -0.054 ant the max to 0.054.  That way MR will know
 where is 0.0 value and the max and min displacement.




 2014/1/8 Florian Breg florian.b...@gmail.com

 Have you tried GoZ for softimage? I used it a lot recently and it works
 like a charm.

 With the click of a button you get your model imported into SI with all
 the maps attached and a change range node with the right values added to
 your displacement. It even flips the maps for you.

 I think you can download it from the pixologic site.

 Good Luck,
 Florian

 Am 08.01.2014 09:18 schrieb Szabolcs Matefy szabol...@crytek.com:



 I’m sure that I’m the source of the error, but I can’t reproduce the level
 of detail in Softimage. It might be that I make the displacement in ZBrush
 wrong, but in PS the map looks good (I use 32bit 3channel OpenEXR), but the
 rendered version has very faint details. If I bump up the displacement with
 change range, the modell blows up…





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Szabolcs Matefy
 *Sent:* Wednesday, January 08, 2014 9:12 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Rendering ZBrush displacement in Soft



 Yep.



 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Emilio Hernandez
 *Sent:* Wednesday, January 08, 2014 9:00 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Rendering ZBrush displacement in Soft



 Are you using MR?




 2014/1/8 Szabolcs Matefy szabol...@crytek.com

 Anyone has idea how to render ZBrush displacement correctly in Softimage?
 Times to times, I think I know, and the next time I can’t render detailed
 displacement…

 ___
 This message contains confidential information and is intended only for
 the individual named. If you are not the named addressee you should not
 disseminate, distribute or copy this e-mail. Please notify the sender
 immediately by e-mail if you have received this e-mail by mistake and
 delete this e-mail from your system. E-mail transmission cannot be
 guaranteed to be secure or error-free as information could be intercepted,
 corrupted, lost, destroyed, arrive late or incomplete, or contain viruses.
 The sender therefore does not accept liability for any errors or omissions
 in the contents of this message, which arise as a result of e-mail
 transmission. If verification is required please request a hard-copy
 version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322
 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.:
 DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli









Re: Rendering ZBrush displacement in Soft

2014-01-08 Thread Emilio Hernandez
I also use GoZ a lot, the only bug that happens for me is that if you send
from Softimage to Zbrush, make an UV check before start sculpting.
Sometimes they got screwed.  So export an OBJ and import in Zbrush do your
sculpt and sendback to SI.  Make sure your UV's are consistent and flip the
U before exporting from Zbrush or your map is going to come up flipped.
upside down.

Regularly I don't subd the mesh in Zbrush more than 4 subd.   As you need
to subd your mesh also inside SI the same amount to properly displace the
geo when rendering.  If you find that you need more subd in your sculpt.  I
willo go back, subd the mesh to get more polys and send it back to Zbrush,
so you can go as high as 8 subd from the original mesh, that is a lot.

As far as I remember you can use a 32bit depth image to plug that into the
scalar change range node.  But this depth in the bitmap has nothing to do
with the linear workflow, as the linear workflow is related to gamma
correct display and rendering, and this maps are to drive values of units
to displace the geometry inwards and outwards and to be interpretated by
the render engine

Here is video that will help to understand the displacement in SI and MR.

https://vimeo.com/29898426

.






2014/1/8 Cristobal Infante cgc...@gmail.com

 You read it linear for sure. What exactly is your problem, are you not
 getting enough detail?. If this is the problem it can also be the UVs are
 not big enough for each poly.

 To be honest the final shader doesn't really matter for the disp, in fact
 GoZ export with a phong. I personally only use Architectural materials when
 in MR though.




 On 8 January 2014 12:45, Szabolcs Matefy szabol...@crytek.com wrote:

 OK, next question. If you are working in linear workflow, how would you
 set up the displacement? At this moment I feed the displacement map as
 Linear, and scale it down with Change Range node. The displacement map is
 an OpenEXR 32 bit texture, and I am using the MILA mental Ray shaders.



 Cheers



 Szabolcs



 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Cristobal Infante
 *Sent:* Wednesday, January 08, 2014 12:08 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Rendering ZBrush displacement in Soft



 GoZ for softimage all the way...



 On 8 January 2014 09:24, Emilio Hernandez emi...@e-roja.com wrote:

 The trick is the scalar change range node in the render tree to match the
 displacement.  So MR will know wich values go up and wich values go down.
 Take a look at the alpha value when exporting the displacement map from
 Zbrush.  That value should be placed in the scalar change range node in the
 render tree.

 So let's say that the alpha value in Zbrush for the exported map is
 0.054.  You should plug the dm in the scalar change range node and place
 the minimum value to -0.054 ant the max to 0.054.  That way MR will know
 where is 0.0 value and the max and min displacement.




 2014/1/8 Florian Breg florian.b...@gmail.com

 Have you tried GoZ for softimage? I used it a lot recently and it works
 like a charm.

 With the click of a button you get your model imported into SI with all
 the maps attached and a change range node with the right values added to
 your displacement. It even flips the maps for you.

 I think you can download it from the pixologic site.

 Good Luck,
 Florian

 Am 08.01.2014 09:18 schrieb Szabolcs Matefy szabol...@crytek.com:



 I’m sure that I’m the source of the error, but I can’t reproduce the
 level of detail in Softimage. It might be that I make the displacement in
 ZBrush wrong, but in PS the map looks good (I use 32bit 3channel OpenEXR),
 but the rendered version has very faint details. If I bump up the
 displacement with change range, the modell blows up…





 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Szabolcs Matefy
 *Sent:* Wednesday, January 08, 2014 9:12 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: Rendering ZBrush displacement in Soft



 Yep.



 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Emilio Hernandez
 *Sent:* Wednesday, January 08, 2014 9:00 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Rendering ZBrush displacement in Soft



 Are you using MR?




 2014/1/8 Szabolcs Matefy szabol...@crytek.com

 Anyone has idea how to render ZBrush displacement correctly in Softimage?
 Times to times, I think I know, and the next time I can’t render detailed
 displacement…

 ___
 This message contains confidential information and is intended only for
 the individual named. If you are not the named addressee you should not
 disseminate, distribute or copy this e-mail. Please notify the sender
 immediately by e-mail if you have received this e-mail by mistake and
 delete this e-mail from your system. E

Rendering ZBrush displacement in Soft

2014-01-07 Thread Szabolcs Matefy
Anyone has idea how to render ZBrush displacement correctly in Softimage? Times 
to times, I think I know, and the next time I can't render detailed 
displacement...

___
This message contains confidential information and is intended only for the 
individual named. If you are not the named addressee you should not 
disseminate, distribute or copy this e-mail. Please notify the sender 
immediately by e-mail if you have received this e-mail by mistake and delete 
this e-mail from your system. E-mail transmission cannot be guaranteed to be 
secure or error-free as information could be intercepted, corrupted, lost, 
destroyed, arrive late or incomplete, or contain viruses. The sender therefore 
does not accept liability for any errors or omissions in the contents of this 
message, which arise as a result of e-mail transmission. If verification is 
required please request a hard-copy version. Crytek GmbH - 
http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 
Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: 
Avni Yerli, Cevat Yerli, Faruk Yerli