Zbrush 4 import displacement map
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ZBRUSH 4 IMPORT DISPLACEMENT MAP HOW TO
Note that the geometry we have in Houdini is a lo res version of the model, in the example here that's a model with 100,000 vertices vs.In this tutorial I want to show you how to use our new HD Displacement maps. Next a Houdini render without the displacement map applied: Here's a sample of what I was able to get. Under the Render>Dicing tab you can also play with the Shading Quality values but I didn't find them to make a really big difference.Īt this point you should be able to render and get some great results. Toggle on Polygons as Subdivision (Mantra). Open up the settings for the displacement shader and change the Overall Scale to "10", turn on Use Displacement Map, and set the Displacement Map path to point to your displacement map tif you created in ZBrush.Īt the scene level, select your geo node and go to the Render tab, and in there select the Geometry tab. Add a Material SOP node and set the Material property to point to the newly added Basic Displacement shader that you just added. Note the "uv" attribute that's now present. Go back to the Geo node and we can see that we do have UVs in our imported geometry: That's really easy, just go to the Material Palette and drag out a new Basic Displacement shader: Here's an example:īack in Houdini we need to bring in the displacement map. This is the displacement map we'll be using in Houdini. Once the files are saved you should end up with at least one tif file that has "4D_D32" in it's file name.
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This will start the process, and, depending on your model and computing power, may take a while. Accept the settings, and then create the map, by clicking on the Create All button in the ZPlugin > MULTI DISPLACEMENT 3 sub palette. Scale is set to "Auto", Smooth and Seamless are turned on, and, most importantly for Houdini, Vertical Flip is set to true. Take a look at the actual settings this is affecting.
ZBRUSH 4 IMPORT DISPLACEMENT MAP CODE
The quick settings code is "DE-JCHK-EACADA-4D_D32". Click the Export Options buttons to bring up the settings dialog. Go to the ZPlugin menu, and open up the MULTI DISPLACEMENT 3 sub palette. DPRes is the height/width of the resulting displacement map image, set that to whatever you want (I believe the usual suggestion of power-of-2 for sizes is still relevant). Go to the Tool>Displacement sub palette and make sure that the Adaptive and SmoothUV buttons are toggled on. Now back to ZBrush to setup and create our displacement map. Import the newly exported obj file that saved out in ZBrush. In houdini create a new Geometry object, and add a File SOP. Click on the Tool>Export sub palette and make sure that only Obj, Qud (for Quads), and Txr are toggled. Now that UV's are in place we can export the tool. You can turn this off if everything is OK. You'll get the resulting grey scale image in your current texture slot. Verify this by clicking on the CheckUV button - this will check UVs and if there are problem vertices, then they'll be highlighted in red. Open up the Tool>Textures sub palette and click on GUVTiles. You could do this in some other program or even in Houdini, but this method seems to work fine too. Switch down to subdivision level 1 if you're not already there. There's less fiddling around and fewer steps to screw up, which is a nice point in Houdini's favor.įirst open up your detailed model in ZBrush: One side note, from what I can tell, Houdini's (as of Houdini 10) integration or support for displacement from ZBrush is much nicer than that of some other programs.
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I'd like to thank the guys at odforce for helping me with this. Apparently things have become much simpler since Houdini 9.x/10. I found a number of links about this, but some were a little confusing as they talked about how to do this for older versions of Houdini. This is a quick walk through explaining how to get your ZBrush 3.x detailed model to render properly in Houdini 9/10 using ZBrush produced displacement maps.