Hi Lu,
see if you can use the ZBrush2 Multidisplacement2 plugin.
It´s part of the ZMapper_revC/D (depending on OS) plugin.
What you´ll want to try is if you get better results using
32bit *.tifs exported from Zbrush and imported into XSI.
Big advantage is, your alphadepthfactor is *normalized*
to allways be 1, the XSI *.obj importer will fiddle a nice
shading network around it, basically pluging a changerange
node in that shifts the outvalues to -0,5 - 0,5 mittening greys.
Using finedisplacement plus one subdivisionsteps brought
me great (testing) results here, compared to the frustration
I got with 16bit files and alphadepthfactor.
Hope this helps,
Cheers
tim
P.S: make sure you at least read through the Zmapper doc.
Has all the details you need to wrap your head around
Pixologic logic...
----- Original Message -----
From: "Meng-Yang Lu" <ntmonkey(at)gmail.com>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, April 19, 2006 12:02 PM
Subject: Re: ZBrush to XSI displacement issue (again)...
Thanks Holger,
I'll give those a shot and check out the Base.
-Lu
On 4/19/06, Schoenberger <XSI(at)digidragon.de> wrote:
1. XSI 5.1 is requried. 5.0 has a bug with UV seams.
2. Use fine displacement, otherwise you get the bug mentioned above.
3. Inside the texture projection of your texture, disable this smooth UV
checkbox.
Then there is a list in a Zbrush thread at XSIbase, which has some more
information for the Zbrush to XSI workflow.
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
------------------------------
*From:* owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] *On
Behalf Of *Meng-Yang Lu
*Sent:* Wednesday, April 19, 2006 11:20 AM
*To:* xsi(at)Softimage.COM
*Subject:* ZBrush to XSI displacement issue (again)...
Hey Guys,
After spending some time with Greg Punchatz's ZBrush2 to XSI Guide, I
still haven't been able to get one of my models to displace properly. Funny
thing is that I got it to work really well with a test using Greg's methods,
but repeating that process on my model yielded bad results. I'm using a
16-bit .tif and using the .obj importer in XSI to bring in both the model
and the texture with the correct Alpha Depth. I used my test which was a
grid and a map and got the results to match after tweaking settings in the
Geo Approx, but the actual model doesn't even come close.
If any kind soul out there has suffered the same woes and know of a few
undocumented tricks, I'd greatly appreciate it. So far all I've come across
is the easy-bakey oven thing where the examples miraculously work.
Thanks in advance,
--
Meng Yang Lu
Rigging/FX Animator
--
Meng Yang Lu
Rigging/FX Animator
---
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