ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

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316 chapter 9 ■ Normal Maps, Displacement Maps, Maya, and Decimation Master


Newer versions of Maya have a utility built
in to do this conversion for you as files are used.
The following steps will show you how to enable
this function.


  1. Open Window → Settings And Preferences →
    Preferences.

  2. Select the Rendering menu and check the Use
    Optimized Textures box.

  3. Click the Use Optimized Cache Textures
    Now button to convert all the assigned tex-
    ture maps to MAP format in cache to help
    the renders run faster and more efficiently
    (Figure 9.31).


Setting Up Your Scene for Displacement


Whichever map type you decide to use, follow these steps to prepare
your model to be displaced in Maya. Before we begin, you must load
two plug-ins in Maya. The OBJ exporter is a plug-in that allows ZBrush
to read the OBJ file format. The mental ray renderer is another plug-in
we’ll load at this stage so it will be available when needed.
To load these plug-ins, select Windows → Settings And
Preferences → Plug-in Manager. This opens the Plug-in Manager
window (Figure 9.32). The OBJ plug-in is called objExport.mll and
the mental ray plug-in is called Mayatomr.mll. Click the Loaded check
box next to each to load them now; you may also want to click Auto
Load so they are available every time Maya starts.

Setting Up Single 32-Bit Displacement Renders in Maya

In this section, we’ll import the level 1 mesh to Maya, set up displace-
ment shaders, and start rendering. We’ll use a single displacement map
to represent the entire character. In the next section, we’ll look at using
multiple displacement maps for a single character.

Figure 9.31 Setting the rendering preferences in Maya 2009
to convert textures to MAO format automatically


Figure 9.32 The Plug-in Manager
window



  1. Import the level 1 OBJ into Maya. Make sure Make Multiple
    Objects is set to Off in the Import Options dialog box. With
    the mesh selected, press Ctrl+A to open the Attribute Editor. In the
    shape node, turn off Feature Displacement (Figure 9.33).

  2. You now need to add a subdivision approximation to the mesh to
    tell mental ray how to subdivide at render time so there is enough
    geometry to support the displacement detail you need. To do this,

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