setting Displacement .Tiff convert to .Rat

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i am trying to learn how to render some stuff from Zbrush into houdini, i folow the tutorial below, the only diference is i use the 3 channels also 32bits float.
(some people post that doing it like that the file get more information and also better quality, other people say that dosnt matter since is just 1 channel that is been read)
and i do get a error regarding the tiff file i am using, do i have to change it to .rat file, kinda in mental ray do it as .map?


http://learning3dfromscratch.blogspot.com/2009/07/zbrush-to-houdini-displacement-map.html [learning3dfromscratch.blogspot.com]

http://forums.odforce.net/index.php?showtopic=4513 [forums.odforce.net] i got this from oddforce but is a shader that need to be done and the date is 2006 do we have to do that or is allready done in the vex basic displacement? i think we do since it gives the option to say how you want to read the displacement, on the gray scale.
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pelos
i am trying to learn how to render some stuff from Zbrush into houdini, i folow the tutorial below, the only diference is i use the 3 channels also 32bits float.
(some people post that doing it like that the file get more information and also better quality, other people say that dosnt matter since is just 1 channel that is been read)
and i do get a error regarding the tiff file i am using, do i have to change it to .rat file, kinda in mental ray do it as .map?


http://learning3dfromscratch.blogspot.com/2009/07/zbrush-to-houdini-displacement-map.html [learning3dfromscratch.blogspot.com]

http://forums.odforce.net/index.php?showtopic=4513 [forums.odforce.net] i got this from oddforce but is a shader that need to be done and the date is 2006 do we have to do that or is allready done in the vex basic displacement? i think we do since it gives the option to say how you want to read the displacement, on the gray scale.

In Houdini10, mantra will automatically convert .tif files to .rat files internally.

However, this means that mantra is doing the conversion every time you render (which can slow mantra down).

In addition, the texture will be loaded into RAM fully, which will cause mantra to use more memory. Usually, mantra only loads the portions of the texture that it needs.

So, you don't need to do the conversion, but there's a small cost if you don't do it.
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Hi mark, thanks for telling me that.

i know several things that i did wrong i was checking that during the weekend, first of all since z brush export with a # + the pad #
example
displacement_D32_1001.Tiff in Houdini it reads as it was a 1001 sequence long, so i change the name of the file for just 32D.Tiff and it work, other thing is in my test i use R32 and D32 one of them wasn't Flip.

i set the shading quality to 6 to sub dive the object a little more and get better resolution, in the material in the displacement tab i set the overall scale i set it to 2.2 i am assuming that is for the alpha depth factor.

is there a way to do some “geometry approximation” like in maya or xsi that you can set it to parametric, if the length of a edge is # long it subdivide if not, leave it like that. to make the render a little faster.
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well the other day i start doing some bones in my scene, and i probably have move some settings or something,
now when i try to render the displacement i do need to set the overall scale to higher than 10,
i didn't change the scale of the Object, i just parent it to a master null and move it, 11 units up.

i re render the displacement images, as 2048 and also as 4098 with different settings, but same issue, has any one had any similar issues like this?

i want to get the same result that i see in zbrush see them render in houdini, if i change the overall scale of each texture well they will be uneven .
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well the other day i start doing some bones in my scene, and i probably have move some settings or something,
now when i try to render the displacement i do need to set the overall scale to higher than 10,
i didn't change the scale of the Object, i just parent it to a master null and move it, 11 units up.

i re render the displacement images, as 2048 and also as 4098 with different settings, but same issue, has any one had any similar issues like this?

i want to get the same result that i see in zbrush see them render in houdini, if i change the overall scale of each texture well they will be uneven .

The parent scale will impact the scale of the child too.

In the displacement shader, make sure that you are doing displacements in objects space (rather than the default world space). In VOPs, this is a toggle on the “Displace Along Normal” VOP (“Object Space”).

Though, depending on transforms, you may have to invert the displacement scale.

You may also have to add the rendering property “Displacement Space” since mantra assumes displacements are done in world space.
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thanks mark, i was checking the size of the null still the original 1,1,1;

i did another test and created a new scene from scratch, i import the geometry, use basic displacement, and set the texture of the displacement been 32 bits. in the geometry node, i set it to dice to 6, and also set polygon as subdivision for mantra and still the 2.2 that i am assuming that is because the alpha deep factor is bake into, i did 22.22 since in the tutorial that i post earlier say that has to be 10

this is my first time attempting to render in Houdini, so i might be doing something wrong i guess.

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