This will result in bad seam artifacts and generally a very poor representation of your hi-res model, as all the internal UV coordinates will be dislocated so basically everything will be moved off target. So here is the list, this isnt a complete guide, more of an update/correction to the old Zbrush to Renderman guide, also check out Scott Spencer’s Zbrush to Maya pipeline for the maya import settings.ġ) Tool: Displacement:SmoothUV, This is the single most important setting if you are using Rendertime SubD-s with Rfm, or using a Standalone Renderman renderer, as if this is not turned on the UV coordinates are not going to be interpolated as Renderman expects them. Renderman has such a great potential when it comes to rendering Displacements, but its also extremely difficult to set up to get a high quality precise renders without seams. Finally it seems I’ve nailed it, I found it so frustrating that there was so little written about this topic, I had to find out mostly everything myself, I hope by sharing this knowledge I ll save some time for other artists. I’ve spent the last few months trying to find the best settings to render high quality 32-bit Displacement maps from Zbrush3 MD3 with Renderman.
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