Mudbox displacement maps in T2

Started by TheBadger, May 17, 2013, 10:25:30 AM

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mhaze

Good question - I haven't set a map size - that could well be the problem I'll come back to you on that.  My basic plane is 1x1

mhaze

Problem solved used subdiv of 6 and a 4048 uvmap

Tangled-Universe

Is somebody interested in documenting this process in some kind of understandable way, eventually?

I have been following this 11 page thread so far, but I can't say for myself that it is really clear what you guys are doing or talking about?

Personally, if I may choose, I would be interested in a Mudbox based method as I have a license for it.
Of course any kind of process description is appreciated since I'm not the only one who's interested, I suppose!

Cheers,
Martin

mhaze

#153
Hi Martin

I used j meyer's process for Zbrush from these pages... works well.   I believe there's info about using  mudbox in this thread on page 4 but as I don't have mudbox I can't be sure if it's enough.  I'm going to post some more images and info later in the images section.

Mick

efflux

Quote from: Dune on July 14, 2013, 02:49:11 AM
And would you also be willing to share (or pm) the actual VDISP map, so I can study how that looks? I'm trying to recreate this in Photoshop, by painting in the three RGB layers.

This is yesterday's result.

If this is painted in photoshop then it's quite an accomplishment. This must be very hard to do.

j meyer

chris_x422 - played with your exr yesterday and found I had to set the y-function of
                  the VDisp shader to minus 1 and the image size to 1000 to get the correct
                  result.The Final Multiplier could be left at 1,which is cool,'cause it's supposed
                  to work like that actually.In my tests I always had to set it to something
                  higher than one.
                  I would be interested to know your ZB settings and the size of your plane
                  (inZB) for comparison,if you don't mind.

Dune

It is efflux, and indeed it was quite some fiddling. Still looking for easier ways.

TheBadger

#157
Martin,
I'll do a step by step.
I cant stop what I'm working on now though, or I'll get distracted again and never finish. I'll be done with it at the end of this week and will do a quick start tut then.
But in the mean time, if you like, I will post some video tuts for mudbox that will/should help with that end of things. I suspect thats what you asking about ?(making the vector map/setting up the plane?)... And some other things as well.
Tweaking any nodes in terragen is your domain, and I hope that likewise, you will post info on that part of it too! Once you get going on this I mean.

I have to take my son to the park right now, but when I get home I will make a list of video tutorials on mudbox that relate directly to this subject, and post them here.

It has been eaten.

TheBadger

At least part one of this written tut is on topic.
http://bb3d.wordpress.com/2012/11/19/how-to-vector-displacement-map-from-mudbox-to-3ds-max-with-vray/

contains relevant info
http://www.youtube.com/watch?v=JrdUysvbuS8

saving out your vectors.
http://vimeo.com/44275572#

a process walk through with some good details. Includes some World Machine stuff.
http://wiki.splashdamage.com/index.php/An_Advanced_Terrain_and_Megatexture

More advanced stuff that may not be immediately useful.
http://www.mudboxlive.com

I hope this info will be useful to a least a few people. I'll try to locate and post more as I go through my tut folders.
Mudbox can be obtained for free for non commercial use. The non-com version has no other restrictions and is otherwise just like the paid version. At least you can use it with Terragen for your portfolio. And for increasing your experience/knowledge base.
The last time I checked, there was no free version available for Z-brush, even just a learning edition. But that may of changed?

Let me know if there is a specific topic in mud that I can help with getting info on.
It has been eaten.

Dune

QuoteMudbox can be obtained for free for non commercial use.
Can't find that option. Would be handy, as I would only use it for Vdisp maps, probably.

TheBadger

Quotea process walk through with some good details. Includes some World Machine stuff.
http://wiki.splashdamage.com/index.php/An_Advanced_Terrain_and_Megatexture

The good thing about this one is it shows you how you can use WM/GC to get erosion on your sculpt. After doing that you can bring it back to Mud and then do the Vdisp... theoretically.
It has been eaten.

efflux

Quote from: TheBadger on July 16, 2013, 05:41:33 AM
Quotea process walk through with some good details. Includes some World Machine stuff.
http://wiki.splashdamage.com/index.php/An_Advanced_Terrain_and_Megatexture

The good thing about this one is it shows you how you can use WM/GC to get erosion on your sculpt. After doing that you can bring it back to Mud and then do the Vdisp... theoretically.

That terrain is great. It shows how using several different methods can get you something interesting. For example, although World Machine is really great I find terrains tend to look very obviously World Machine. Maybe it's just people not expertimenting enough. I only played with World Machine for a short time a long time ago.

TheBadger

^^
I suppose you could load the Vdisp as a hightfield and apply Terragen erosion to it there?
Lots of experimenting to do yet!

It has been eaten.

TheBadger

Hello,
A possible request here.

I was looking at the nodes needed to use a vector displacement as shown on page 1 of this thread.
With T3 coming I was curious why, perhaps, we need to load all of those nodes manually for this to work? I mean, could Planetside just make a single node thats idea (or more ideal) for this expressed purpose? One where we would import the vector to that new node, and where that new node contains all the parts shown in the image on page one?

Don't know if it would be better or not. Just an idea. seems like it would be simpler though.
It has been eaten.

paq

Sure, I would love to see a 'true' 3D erosion node, but so far all those terrain generator softwares only works with elevation data.
I did some try to erode one of the color channel (y blue) from a vector displacement, but the result is very unpredictable.

Vector displacement is still very limited imho, you cant go into very extreme shapes.

We need voxels :) ... with voxel erosion  8)





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