I recently purchased Renderman for Maya, and have been trying it out with Zbrush generate displacements. Though, I'm still having some issues with getting pore level details to render, and an ocassional AUV seam plroblem. I think I've puzzled out a workflow that seem to work so far. Since I haven't seen any posts on this "new" rendering option; I decide to post up my findings.
Creating Displacement Maps in Zbrush:
1. Use the Multi Displacement 2 (MD2) plugin, it generates a 32-bit displacement maps that are exported with their scale baked into them, eliminating the need to record an alpha depth factor. Since RenderMan For Maya can render 32 bit floating point images very quickly, there is no reason to not use the plugin; especially since the 32 bit maps hold far more info than the 16 bit versions.
2. Select the D32 option and enter the DE-LBEK-EAEAEA-D32 Quick Code. This is a 32-bit export options designed to work with Maya. Click Close.
3. You may now switch to your original morph target and/or generate your mesh based on subdivision level 1.
4. Click the Create All button in the MD2 menu and ZBrush will ask you for a destination folder and base file name, and automatically export the map based on these settings as it works.
Rendering Displacement Maps in RfM:
1. Import your low resolution mesh into Maya; go to File>Import and select OBJ for file type. Make sure that Create Multiple Objects is set to false on this screen. Always be aware of vertex order and the importance of maintaining it between applications.
2. Witht the mesh selected, go to Modify>Convert>Polygons to Subdiv; to convert the mesh into a subdivision surface.
3. With the mesh selected press Ctrl+A to open the attribute editor.
4. Since RfM automatically tesselates subdiv and nurbs surfaces, so you do not have to uncheck feature displacement on the meshes shape node, you also do not have to make any adjustments to the shape nodes tessellation sample count simply leave it at its default value.
5. Open Hypershade by going to Window>Rendering Editors>Hypershade.
6. Create a Lambert material by dragging it to the workspace from the left side window.
7. Middle-mouse-button drag a displacement node over it. Select Displacement Map from the connection editor window that appears.
8. Double click the displacement node to open the attributes.
9. Click the checker box (to the right of the Displacement entry box) and select the file from the popup window.
10. In the file node we will add our displacement map. It should open automatically when you click the file button but if not double click the node in the hypergraph.
11. Click the folder icon to the right of Image Name to browse to the displacement map.
12. Open Color Balance on this screen and set Alpha Gain to 2.2 and Alpha Offset to -1.1.
13. Go to Window>Rendering Editors>Render Globals to open your render globals window. If it is not already set, choose Renderman from the dropdown box.
14. Click Render View to see the result.
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