#1
Posted 02 July 2012 - 01:41 PM
Could sombody share some thoughts. I would like to try it again. Shoulkd I try the new vector displacement export from Zbrush? Can I use a displacement texture baked from Zbruush in per vertex mode only? Is it possible to use per-pixel mode together with the displacement map from Zbrush somehow?
#2
Posted 02 July 2012 - 01:52 PM
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#3
Posted 02 July 2012 - 02:41 PM
Have you tried the applink? http://3d-coat.com/applinks/
It unfortunately does not work, at least not bidirectionally.
One can send from Zbrush but stuff does not come back.
The updated file from 3DCoat gets written but the folder-structure gets messed up.
It would be great if someone who really uses both apps fixed that File-Link.
#4
Posted 03 July 2012 - 12:57 AM
To import the ZBrush displacement map.
Create a new layer
Texture menu/import displacement
You might have to adjust the depth of the layer to get more detail to show-up
When done painting just export your diffuse maps under the texture menu for importing into Zbrush...
I'm not saying this will work perfectly but it worth a couple of test runs using different displacement settings from Zbrush...
Of course you could always load up the Zbrush displacement map under MV mode but it's vertex painting in MV mode...
http://3d-coat.com/w..._vs_Microvertex
#5
Posted 03 July 2012 - 01:51 AM
To be honest I don't understand the "more/less on heights" option very well. Perhaps it's not a problem of imported displacement but rather how it works. An ability to paint with a brush being aware of surface curvature is very important for me. Is it possible to appoint depth aware feature onto a pen pressure somehow?
ps. Also the rendition of the displacement in per-pixel mode is somehow rough and not very precise. Should I get a dx11 card (with adaptive tessellation) to get better rendition ?
#6
Posted 03 July 2012 - 02:28 AM
Don't use "More/Less on Heights." I never get jack out of it either. Use "More/Less in Cavity" and you'll get pretty good results. If you are going to use Displacement Maps, might as well stick with MicroVertex mode. You can export both Displacement and Normal Maps from it. Another option to consider is just merging your hi-poly object into the Voxel Room, then paint on it in the Paint Room, with full layer support and the ability to bake everything to maps from the Retopo Room (There is a Bake Maps option in the Retopo Menu or you can access the very same tool in the TEXTURES menu, with the Texture Baking Tool...not sure why there is that redundancy...but that's where you'll find them)Thanks digman. It looks to me that that in per-pixel mode 3dcoat treat the displacement details not as precisely as in mv mode. I can't make "more/less on heights" follow the imported depth well with that way or maybe it's just a matter of a correct scale factor.
To be honest I don't understand the "more/less on heights" option very well. Perhaps it's not a problem of imported displacement but rather how it works. An ability to paint with a brush being aware of surface curvature is very important for me. Is it possible to appoint depth aware feature onto a pen pressure somehow?
ps. Also the rendition of the displacement in per-pixel mode is somehow rough and not very precise. Should I get a dx11 card (with adaptive tessellation) to get better rendition ?
#7
Posted 03 July 2012 - 03:26 AM
AbnRanger, I would say has the best options for now....
More/Less on heights, It nevers seems to do much....
#8
Posted 03 July 2012 - 12:24 PM
In a word I need something similar to real world dry brush technique when you can adjust brush depth penetration on the fly by hand pressure and velocity. It there some pressure related option for the cavity in 3dcoat? In Zbrush it's not that good also but still somehow works for clay and trim brushes.
#9
Posted 04 July 2012 - 01:15 AM
Furthermore, you could use the Fill tool (fill object, layer or material only) to apply solid color or procedural patterns, while cavity mode is active. It's worth experimenting with.
#10
Posted 04 July 2012 - 02:50 AM
#11
Posted 05 July 2012 - 09:10 PM
#12
Posted 06 July 2012 - 08:01 AM
Try Textures (Menu) > Texture Baking Tool. Maybe I wasn't imagining things, recently, when trying to bake just a Displacement map from the "Bake Textures" tool (should be the same thing, though), it didn't work correctly. I tried then using texture baking tool to do the very same thing, and it worked. If it works for you, then I guess there is a bug that needs to get fixed.Why is the Bake Texture option still broken. How am I to export a displacement map from a merged Zbrush model? Nothing is working for this displacement map wise.
#13
Posted 07 July 2012 - 03:58 AM
3DCoat is trying to subdivide the retopo cage and project it on the voxel/surface hi density mesh. This way, it counts the displacement values.
It seems reasonable to me. When messing with projection - shrinkwrapping, some difficulties are expected. Not always easy for zbrush or for blender as well.
If I'm right, then,
1. where are the parameters of the projection?
2. why I can't fix some nasty messy parts in sculpt or paint room?
3. why these displacement maps look a bit blurred, compared to zbrush's crisper ones?
@AbnRanger
I may missed something, what about your new beautiful avatar image?
#14
Posted 07 July 2012 - 11:53 AM
You can adjust the cage depth for baking by clicking on "baking parameters" in the Retopo Menu. As for the avatar, I'm not sure what you are asking, but nevertheless, I just thought I'd go with something humorous.What goes wrong sometimes with MV mode (not as forgiving as PPP) IMO is this:
3DCoat is trying to subdivide the retopo cage and project it on the voxel/surface hi density mesh. This way, it counts the displacement values.
It seems reasonable to me. When messing with projection - shrinkwrapping, some difficulties are expected. Not always easy for zbrush or for blender as well.
If I'm right, then,
1. where are the parameters of the projection?
2. why I can't fix some nasty messy parts in sculpt or paint room?
3. why these displacement maps look a bit blurred, compared to zbrush's crisper ones?
@AbnRanger
I may missed something, what about your new beautiful avatar image?
#15
Posted 07 July 2012 - 01:57 PM
OK, thanks. Still learning. After a few tests, I managed something decent. (MV mode)You can adjust the cage depth for baking by clicking on "baking parameters" in the Retopo Menu.
#16
Posted 07 July 2012 - 09:57 PM
Try Textures (Menu) > Texture Baking Tool. Maybe I wasn't imagining things, recently, when trying to bake just a Displacement map from the "Bake Textures" tool (should be the same thing, though), it didn't work correctly. I tried then using texture baking tool to do the very same thing, and it worked. If it works for you, then I guess there is a bug that needs to get fixed.
Can't get either menu to bake a displacement. just hangs in the balance no matter what I do. In previous version of 3.7 it was working but the detail was very shallow.
Well I found out a trick in ZBrush that will allow me to reproject my dynamesh details without running out of memory. That's the only reason why I go outside of ZBrush, is it tends to run out of memory for bigger pieces of geometry.=bigger poly counts. Cutting up the mesh sometimes isn't an option. 3DC handles this really well in the past, but now is only good for painting my ZBrush models it seems.
Oh well.
#17
Posted 08 July 2012 - 02:32 AM
#18
Posted 08 July 2012 - 03:50 AM
#19
Posted 08 July 2012 - 06:45 AM
There had been several bugs with the texture baking tool. I have not had any time to check out each one but maybe in a week or so I will have time see if I can still reproduce them in the newest beta. If I find any, will make a video for Andrew...
#20
Posted 09 July 2012 - 05:21 PM
These retopo meshes are being exported from the retopo room, I apply GUV tiles from Zbrush to them and then bring them back into 3DC
IMO, what a terrible idea... why GUV? 3dcoat handles UVs very well, the editor is just fine. On the other hand, UVmaster is your better choice inside Zbrush. Not GUV.
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