ZBRUSH 4 IMPORT DISPLACEMENT MAP HOW TO
Learn how to render a brain coral model using mental ray for Maya.Learn how to build shader networks in Maya using displacement maps.Learn how to export models from ZBrush and import them into Maya.Learn how to create and export texture maps using ZBrush plugins.Generate UV texture coordinates for ZBrush models.Understand what displacement maps are and how they are useful for rendering detail in Maya.The tutorial finishes with discussions on troubleshooting displacement maps and a brief overview of using vector displacement maps. You’ll learn how to edit the texture maps in Adobe Photoshop and how to incorporate the maps in an Autodesk Maya 2015 shader network and how to render the model using the mental ray plug in for Maya. You will learn how to create UV texture coordinates for a model, and how to use ZBrush to generate texture, displacement, and normal maps. The demonstration uses the example of a highly detailed brain coral model. In this tutorial you will learn the processes involved in incorporating Pixologic’s ZBrush and Autodesk’s Maya into a scientific animation workflow. This requires an understanding displacement texture map generation and application. My impression was that I didn't need to bring this in, as this would defeat the point of using a disp map.One of the biggest challenges in creating compelling animations for scientific visualization is rendering highly organic detailed structures. You can see the Normal map result is the Normal + Height + Base normal view. It's up to you ho to combine or use those maps. You don't have to turn off you Normal map. The houdini model is the subd level 1 version of the model, not the final hi-res version. 2) If you exported a Displacement map from ZBrush for your lo/mid resolution geometry you can use that as Height map and you can add more detail to that via Height and/or Normal map. Open the option for the new shader and. However this doesn't appear to be happening. You can create normal, displacement and vector displacement maps in ZBrush for rendering your model in other programs. My understanding was that a displacement map would actually distort geometry at render time (as opposed to a normal map which only provides the illusion of this). Still no luck:Ĭlearly this is completely wrong, but I don't know what I'm missing. Go to the Geo object's Render tab, and Geometry, and toggle on "Polygons as Subdivision".
ZBRUSH 4 IMPORT DISPLACEMENT MAP CODE
I export this with DE Settings quick code of DE-JCGK-EACADA-D32.īack in Houdini I create a material node in the SHOP manager with the VEX_zbrush_displacement displament shader and the clay surface shader.Īdd a SOP material that points to this and render. In ZB, I go to the Displacement section, change DPsubpix to 4, DPRes to 2048, click on both Adapative and SmoothUV, click on Mode, and finally hit the Create DispMap button. Back in ZBrush I import this new obj file in. Then export (from the pelt node) as an obj file. I use the pelt tool to create a UV set like so: I create a geo object in Houdini, add a file SOP, and import the geo node. I go back down to subd level 1, export the tool as an obj file. I added a bunch of detail, so I have something like this: I created a sphere, subd'd up to level 5 (2.99 million points). I'm loading the otl as a library for a specific hip file only, if I try it the other way, it pops up either error/warning dialogs, or the material SOP node shows warnings about a missing attribute, or something like that. I found instructions about a VEX_zbrush_displacement.pallete but I never did figure out what that was, where to get it, or how to install/use it. On the Houdini side I'm using Houdini 10, and the VEX_zbrush_displacement.otl from the Sidefx Exchange site. I'll try and explain what I'm doing and maybe someone here will be able to point me in the right direction. I'm a newbie to both ZBrush and Houdini, so I'm sure that's part of the problem. Nothing I'm doing seems to work, and the posts make this sound so easy, that I'm obviously missing something. I'm having problems getting my ZBrush displacement map to work in Houdini.