quinlor opened this issue on Apr 09, 2004 ยท 25 posts
quinlor posted Fri, 09 April 2004 at 12:31 PM
I got ZBrush 2 some days ago, and I am really impressed with the possibilities. The image uses a Zbrush generated displacement map and texture on the DAZ M3 Tunic. The different look of the metal and leather where done with a complex P5 shader tree.
There is only one problem: A 8 bit grayscale has only 256 shades of gray, to little to get really smooth displacements. Zbrush exports 16 bit, but Poser uses only 8., I assume because the Image node only supports 8. The effect can be seen on the armor scales.
Does anybody know a program that can separate the upper and lower 8 bits of a 16 bit TIFF and save them as two 8 bit bitmaps? I assume it would be possible to recombine them to 16 bit values with math nodes (that seem to use more than 8 bit) in Poser.
Stefan
Treewarden posted Fri, 09 April 2004 at 1:00 PM
Impressive, most impressive... :)
numanoid posted Fri, 09 April 2004 at 1:32 PM
That makes up my mind, I am getting ZBrush 2. That program is rocking.
maxxxmodelz posted Fri, 09 April 2004 at 3:51 PM
Stewer would know more about this than I would, but I'm excited about the possibility of working in Poser with a LOW res versions of Mike or Don, and just applying a Zbrush displacement map to give them the hi-res details. I don't know if you'd be able to do that without being able to utilize the 16 bit maps, but if it worked, then that would be most incredible. Same thing with Vicki. Think of working with a low res vicki in the P5 environment (how much faster workflow would be) but come rendertime, your displacement map made in Zbrush would add the hi-res details to the model. Something like that could open a whole new world of possibilities with P5. This is possible in other programs with Normals mapping, and might work here as well.
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quinlor posted Fri, 09 April 2004 at 4:40 PM
The jaggies still there are caused by the fact that I did my Zbrush model at a bit low resolution: Only 450000 Polys.
Stefan
quinlor posted Fri, 09 April 2004 at 4:42 PM
Jeff01 posted Fri, 09 April 2004 at 10:27 PM
Valandar posted Sat, 10 April 2004 at 12:29 AM
Okay, now THAT is scaaaary...
Remember, kids! Napalm is Nature's Toothpaste!
PheonixRising posted Sat, 10 April 2004 at 12:40 AM
Cool thread. Yes displacements rock antonfindmelater
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stewer posted Sat, 10 April 2004 at 5:20 AM
This is really cool. How much is ZBrush again?
noggin posted Fri, 23 April 2004 at 1:30 PM
Wow this is pretty exciting_having just got ZBrush2 this is a great tip. Does anyone here know whether DAZ Studio intends to support displacement mapping and if so at what bit-rate? (I must go and ask over there but thought some-one here might know?)
DCArt posted Fri, 23 April 2004 at 2:06 PM
The jaggies still there are caused by the fact that I did my Zbrush model at a bit low resolution: Only 450000 Polys Ouch ... just checking to see if that might be a typo and that perhaps you meant 45000? Considering that the Millenium 3 figures are about 20-25% that size, 450,000 would be "hi res" in Poser's eyes. Still -- this is one of the most intriguing aspects of ZBrush 2, and one that I will DEFINITELY be playing with very soon. 8-)
DCArt posted Fri, 23 April 2004 at 2:08 PM
Want another cool ZBrush 2 new feature recommendation? After you load or create an object, check out the Tool > Deformations > Smart Resym option. It will add symmetry back to models that are out of symmetry. I tested it on P5 Judy's face and it worked remarkably well. 8-)
quinlor posted Fri, 23 April 2004 at 3:34 PM
Hi Deecy, the 450000 polys where the Zbrush hi-res mesh I used to create the displacement map, in poser I use the original DAZ mesh with the displacement map applied. 450000 would be the death of poser. Zbrush would be able to handle much bigger meshes, but I got a memory problem, because I am still on Win Me. You need big meshes in Zbrush to create smooth displacement maps. With this maps you can add the details to the low res models in Poser (even V3 could qualify as low res in this context). And thank you for the tip, that will be useful, for doing morphs and for other things. Stefan
byAnton posted Sun, 01 May 2005 at 3:11 PM
AKmaterialroombookmark
-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the
face of truth is concealment."
Valandar posted Tue, 07 June 2005 at 4:49 PM
Sorry, but I'm a mite confused about how to handle the whole RAW thing in Photoshop. Specifically: "Open the 16 bit tiff in Photoshop and save in RAW fromat, ignoring all warnings. Open the RAW file. In the dialog that appears tell photoshop that it has two interlaced bit channels. You have now a file with two channels, one containing the lower and one the upper 8 bits. Add one empty channel and change the mode into RGB. Save as this file." #1: If I tell it that it has two interlaced channels it gives me a warning that this is smaller than the original file, and ends up looking like a TV image that has lost the vertical hold. #2: "Save as this file" - in what format? TIFF, TGA, RAW,what? #3: If this is for distribution, where it really should be a jpg file, is this method moot, anyway?
Remember, kids! Napalm is Nature's Toothpaste!
DCArt posted Tue, 07 June 2005 at 4:52 PM
face_off posted Wed, 08 June 2005 at 2:36 AM
#1 - load in as width and height of the original image, count 2, interlaced, 8 bit. #2 - Any format - doesn't matter. I save as jpg. #3 - see 2 above.
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Valandar posted Wed, 08 June 2005 at 8:22 AM
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face_off posted Wed, 08 June 2005 at 5:06 PM
Are you using Photoshop? PaintShop Pro won't do the same trick.
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Valandar posted Wed, 08 June 2005 at 7:59 PM
I'm using Photoshop 6. Do I need 7 or CS to pull this off?
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face_off posted Wed, 08 June 2005 at 10:21 PM
I'm using 7. Did you use the parameters I listed above in #1 when opening the RAW file?
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Valandar posted Wed, 08 June 2005 at 11:26 PM
Yep. The correct height and width, count 2, interleaved.
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face_off posted Thu, 09 June 2005 at 2:12 AM
Mmmmm, well something very strange is happening. You can email me the original file if you like and I can convert it.
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Valandar posted Thu, 09 June 2005 at 2:54 AM
Eh, it's not quite finished, yet. And I'd rather figger out how to do it myself in case of future scenarios... But thanks, anyway!
Remember, kids! Napalm is Nature's Toothpaste!