thinkinmonkey Posted July 29, 2010 Share Posted July 29, 2010 Hi all, I'd like to know what you think about this. Actually I'm working a lot with ZBrush, I'm sculpting some assets to import in Houdini for rendering, this is an example: After the sculpt session, I import in Houdini the low poly version of the new jersey and the normal map obtained by ZBrush, but some days ago I noticed some artifacts, so today I made a simply scene: a grid with a material, a light and a camera. This is the normal map I projected on the grid: The final render is: but if you compare it with Blender render: you can see the Houdini render is not as expected. I've created a very simple shader: As suggested here: http://learning3dfromscratch.blogspot.com/2009/06/zbrush-to-houdini-texture-and-normal.html So, the question is: what am I doing wrong? is it my fault? or does Houdini uses normal maps in different way? What do you use in a final render for animation/vfx bump maps or normal maps? Really thanks in advace. normalMap_Blender.hipnc Quote Link to comment Share on other sites More sharing options...
malexander Posted July 30, 2010 Share Posted July 30, 2010 The bumpmap VOP takes the derivative of the texture map, so it's not what you want. Just use a regular texture VOP and pipe that into your normal. If the texture map's range is 0-1 (which is what it looks like) then you'll need to map that to -1 to 1 first, and then possibly normalize. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.