>> Renderman Displacement
A workflow maximizing ZBrush's 32bit displacement map integration into Maya and the Renderman software.
The primary objective to replicate a ZBrush sculpt's detail into Maya comes through creation of a 2024x2024 displacement map in 32bit tif format.
Precise UV coordinates allow for ST filtering to be kept at a mininum. With less filtering, a wider float range per pixel is calculated from the displacement. Limitation of lower filtering comes when antialiasing begins to appear.
Rman's Trace Displacement attribute must be implented for raytrace calculations. To offset this taxing attribute, culling and dicing can be implemented. The limitation of cull and dice is dependent on the base mesh's polycount.
Since culling is dependent on normal direction, and normal direction is dependent on polyfaces - if too few, the angle of seperation will cause clipping around displacement contour when the camera circles the geometry. Increasing the base mesh's poly count can offset this error, at the expense of a slight increase in render time.
For more information on Z Brush displacements in Maya, look here for documentation. |