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 . [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
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
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
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
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
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
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
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
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
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
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
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
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