I've decided that the Maya>Zbrush>displacement map>mental ray pipeline is too slow on the rendering side for my immediate needs, and that rendering a normal map would work just fine. Only trouble is I can't seem to find the right shader setup. I've searched cgtalk and other places. The only thing I've found up to now is this shader
http://www.headus.com/au/samples/norm-MR/index.html
but it's a lambert and It won't let me convert to anything else. Not quite sure how to rewire it to not be a lambert since the pull down is greyed out.
Someone out there must be rendering normal maps in maya? So annoying that it has to be a different shader than the one necessary to display normal in the viewport.
thanks
Replies
http://www.drone.org/tutorials/normal_maps.html
1. You can upgrade to Maya7 which supports normal maps out of the box now, just drop them in the bump channel and change the toggle from bump to tangent space normal map.
2. The reason you can't turn that shader into a blin is because it is the initial shading group, just break the last connection in the list and hook it up to a brand new blin. You need to connect the output node to the normal camera of your new blin material.
http://206.145.80.237/zbrush/media/ZBMAYA-pipeline.zip
I basically find using any form of displacement map in Maya mentalray is so slow it is unusable because of the wait time for the render.
[/ QUOTE ]
Well, this is my problem. It was seeming to take absolutely forever.
All I really want here is a way to render my Zbrush models in mental ray as turntables, but I don't have a ton of time. Spitting out the geo isn't working for me since they're too dense, displacement mapping seems unbelievably slow to render, so I resorted to rendering normal maps. That seems problematic in terms of replicating what I have in Zbrush though, so I'm re-looking at displacement. Right now Im going over the doc Arsh posted with a fine toothcomb, to see if I have something set up wrong with my displacements. Use a heightmap how? Just as a bump you mean?
Basically if your highest SDiv Level in ZBrush is 6, do this:
- SDiv 3/4 with Cage enabled, export as OBJ.
- Import into Maya, use SubD smoothing one or two levels.
- Delete lower than 3/4 in ZBrush, turn off Cage, export greyscale displacement map (should only pick up fine details since lower levels are deleted).
- Apply displacement as greyscale bump in Maya, render with MR.
Should work, I think?
for a displacement map make sure the "mode" button is pressed under displacement settings.. for a bump map, unpress it..