Zbrush 32 bit disp in houdini

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Hey… this is my first post here.

I come from maya, and is very easy to setup that there. I think in houdini is easier, but I can't find any way to do it and make it work properly… it has some artifacts and stuff.

does anyone know a good way to make it work?
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There several posts on the subject on odforce.net. There is also a good tutorial in a PDF you can find there.

But there are two problems you might have:
1. the textured is flipped in V
2. the values needs to be shifted from range 0-1 to -1-1 (2*value - 1)
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Thank you for your answer bro

I'll check on odForce, and take a look at that pdf.

and about the artifacts… when I mean, it has some artifacts is that is doesn't display very good, but not as bad as it would be flipped in V. And the values shifting looks interesting… couldn't find that attribute though
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What attribute? When you sample the disp texture in VOPs (for example), just add a Multiply Add VOP, and multiply by 2 and post-add -1, so you have:
2*value - 1, and the range is shifted.
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