Simple Renderings Thread

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BbB
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Post by BbB » Fri Jun 27, 2008 9:50 pm

CTZn
Great sculpts man! You should run these into Indigo just for one. LOVE the first one.

aleksandera
Have you tried CTZn's advice? Would love to see this minotaur properly rendered. I'm also a ZBrush user - would love to feed stuff into Indigo with displacement.

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aleksandera
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Post by aleksandera » Fri Jun 27, 2008 10:40 pm

Bertrand, I know you are. That makes now three of us.
Wery nice CTZn! I like the first one too.
Well you can convince me by render
properly this file here:
http://www.indigorenderer.com/joomla/fo ... c&start=45
If I'm honest, the biggest problem for me in Blendigo 1.1.5 is
the new UV stuff.
Can anyone post a decent tutorial abaut this?
:oops:

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CTZn
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Post by CTZn » Fri Jun 27, 2008 11:21 pm

Thanks a lot both ! I havent showed these much before, and they have a few years now, the "camel man" is the most recent (~2 years). You'll understand me better when I say i'm a lazy guy :) And anyway I'm not experienced enough with ZB itself to call myself a ZB user, "Camel Head" is just a successfull sculpt amongst many tries... For instance I know ZB has 3 ways to export UVs on meshes but I couldn't say wich suits Indigo better...

- - - -

Aleksandera, I swear your scene would be rendering by now here, if it wasn't a blend :? Thought in the post following yours, zsouthboy is pointing the same solution than I did; definitly you should give that <c> a try !
zsouthboy wrote:Hi Smartden,

Can you add the <c> parameter for displacement maps?

We can then set it to -<b>, so that the entire mesh doesn't appear to change positions.
To explain things better the uv shells are pushed in the direction of the normal of the mesh. <c> tells indigo to slide the patches along this normal; at a certain value they will be in contact.
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aleksandera
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Post by aleksandera » Sat Jun 28, 2008 12:10 am

Is it allredy rendering?
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Disp.exp.obj.rar
(1.64 MiB) Downloaded 159 times

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CTZn
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Post by CTZn » Sat Jun 28, 2008 12:13 am

lol wait :D

That's what I got from Maya internal with displacement as color. For this I left alpha gain (<b>) to default 1 and set alpha offset (<c>) to -0.650. This is not guaranteed conform to the original (in ZB) since I'm guessing the values here.

Now I'm going to work for an export toward Indigo !

Btw on the different techniques ZB has for UVs... I would definitly not choose this one, it has too much uv shells ! I may investigate this at some point.

Attachment was deleted because of unrelated uglyness.
Last edited by CTZn on Sat Jun 28, 2008 2:25 am, edited 1 time in total.
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CTZn
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Post by CTZn » Sat Jun 28, 2008 1:35 am

Aleksandera: I can imagine your face when you first saw the above pic :lol: sorry for that, as I told that was guesswork :mrgreen:

Ono, apologies, I've been a bit of an @$$hole not to try

Code: Select all

<merge_vertices_with_same_pos_and_normal>true</merge_vertices_with_same_pos_and_normal>
earlier.[/u]
Attachments
aleksandera_disp_test.pigs.zip
The packed scene. OMG the server could test for the file type [u]before[/u] uploading
(1.65 MiB) Downloaded 147 times
im1214572706.png
obviously he's not Frankenstein...
im1214572706.png (441.03 KiB) Viewed 3313 times
Last edited by CTZn on Sat Jun 28, 2008 1:50 am, edited 2 times in total.
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BbB
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Post by BbB » Sat Jun 28, 2008 1:37 am

This seems to create additional geometry to fill the gap between the seams. It's not quite the same as making the seams disappear though...

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CTZn
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Post by CTZn » Sat Jun 28, 2008 1:47 am

That's how maya internal displacement manages this too... Indeed it is not enough to set c=b/2, you also need to know the right value for b and I believe zb provides this at some point. That's because I don't know this value that you can see some glitches i believe, for me it's working 100%. (edit: erm that's not correct finally)

edit added packed scene above

edit 2: Actually I'm investigating more on this. To tell the truth I would love to investigate a proper doc, explaining what <c> should be set to, because it is necessary for compatibility with most 3d apps featuring displacement, and those who don't need it can leave it alone anyway.

Ono, we should take you away from your computer a bit and give you a pen and a block of paper sheets. Until we get a doc on new Indigo features. Struggling is not for anyone, yes that's me saying this !
Last edited by CTZn on Sat Jun 28, 2008 4:47 am, edited 1 time in total.
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CTZn
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Post by CTZn » Sat Jun 28, 2008 2:47 am

Sorry for double popping again but since there is a new related thread I wanted you to know...
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BbB
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Post by BbB » Sat Jun 28, 2008 3:34 am

Isn't the b value relative to the object's scale in your exporting 3D app? In this case, unless you can export straight from ZBrush to Indigo, setting b at the right value can only be a matter of trial and error. AND, it will be different for every new scene/object/sculpt...
What we would need then would be a standard workflow for ZBrush-to-(your 3D app of choice)-to-Indigo that also includes scale.

I've no idea what I'm talking about so please correct if I'm wrong...

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aleksandera
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Post by aleksandera » Sat Jun 28, 2008 11:41 am

Another one I posted here before. It kinda looks
ok, not mentioning the seam region.

http://www.indigorenderer.com/joomla/fo ... &start=105

Edit: Ups, Im posting it on the other thread also..

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CTZn
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Post by CTZn » Sat Jun 28, 2008 12:48 pm

By the way I didn't answer to you BbB; yes b is expressed in Indigo units, it's the same for bump unless the later is kinda fake would say Ono. I guess ZB has an internal unit system too, or it wouldn't provide alpha depth; it is directly usable in Maya and Maya uses cm, so divide the value /100 from ZB to Indigo. My guess.
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doublez
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Post by doublez » Sun Jun 29, 2008 4:38 am

I was messing around with some old test files for BI and I tried doing the same things in indigo. Here's one of them...

Image

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Borgleader
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Post by Borgleader » Sun Jun 29, 2008 4:41 am

As much as I see these popping up quite frequently...I always like to see them. I just love the geometry of that thing. Nice render :)

doublez
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Post by doublez » Sun Jun 29, 2008 7:50 am

Thanks

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