![]() ![]() ![]() Mainly, in ZBrush, when you subdivde a mesh, it changes the level 0! In Vex to calculate the tangents I used (import uvs into vector “uv”): udir = normalize((Du(P)*Dv(uv.y)-Dv(P)*Du(uv.y)) / (Du(uv.x)*Dv(uv.y)-Dv(uv.x)*Du(uv.y))) vdir = normalize(cross(normalize(N), udir)) The Vectors need to be in Object space: vector Pobj = ptransform(“space:camera”, “space bject”, P) vector Nobj = normalize(ntransform(“space:current”, “space bject”, normalize(N))) vector udiro = normalize(vtransform(“space:current”, “space bject”, udir)) vector vdiro = normalize(vtransform(“space:current”, “space bject”, vdir)) Then you can basically add them together (vector “amount” is the zbrush map) PobjNew = Pobj + amount.g * vdiro - amount.b * Nobj + amount.r * udiro Then convert Back “PobjNew” to current / camera space and recompute the normal P = ptransform(“space bject”,“space:camera”, PobjNew) N = normalize(computenormal(P, normalize(N), Ng)) In ZBrush you must set Tangent FlipAndSwitch to 7 hope that helps a bit. now go to render> render properties > smooth normals. tool>texture map) click your normal map texture. load your normal map threw texture menu on top >import, you may need to invert it, see the invert setting or flip texture. When I make a morph on G3f in Zbrush and then export the Displacement Maps from Zbrush for use in DS I find strange ridges at the map edges. (sorry no VOP) Down the road, the main problem is, ZBrush has an akward way to generate those maps. How do I import a normal map into zbrush 1. ![]()
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