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?. 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.com<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? > > > > > 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. 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