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…
>
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