Object oddities

Started by j meyer, December 04, 2007, 04:46:20 PM

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j meyer

After having some issues with object i decided to do
some simple tests, the results are attached.The images
are inscripted so no further explanation here.
What's happening here? I don't know of problems similar
to this with ZBrush objects in other applications low
or high end.
In case you need more info let me know what please.

And one more general question:will it be possible to get
the same displacement on the terrain and an object so
that there is no(visible) break between them?That would
be very useful for natural bridges and the like(and of
course for some other stuff as well).

Since there are too many pics for one post please see the next ones also.

j meyer

more pics

j meyer

the last ones

jo

Hi,

Are you sure your Zbrush objects are being exported with normals? To me it looks like there are no normals for the object. TG2 doesn't generate normals for objects, it needs to have them supplied from the object file. You have a look in the object file ( assuming they are OBJ files ) with a text editor and it should have a bunch of lines starting with Vn, IIRC. If you like, you can email me your cylinder file and I'll have a look at it, then pass it on to Matt if need be. Email me at :

jomeder@planetside.co.uk

Regards,

Jo

j meyer

Thanks for your answer.I'll  look into it a little later and post what i find
or send you the file.

j meyer

You were right there are no vn-lines in ZBrush's obj files,
no matter what i set the export options to.So i'll have to
live with that i guess.
Thanks again Jo.

I'd be glad to get an answer to my other question,'cause if i
knew i could try to adjust my workflow accordingly.

Matt

#6
Quote from: j meyer on December 04, 2007, 04:46:20 PM
And one more general question:will it be possible to get
the same displacement on the terrain and an object so
that there is no(visible) break between them?That would
be very useful for natural bridges and the like(and of
course for some other stuff as well).

Yes, this is possible now. If the object has no UVs then the texture coordinates are in world space and should match with the terrain. If the object has UVs then you will need to insert a "Tex coords from XYZ" shader somewhere in the object's shader network to generate world space texture coordinates at that stage of the shader pipeline.

Making the object and terrain line up seamlessly without a change in surface normal is another matter though.

Matt
Just because milk is white doesn't mean that clouds are made of milk.

j meyer

Thank you very much!  ;D
Going to give it another try.