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zbrush
Posted: Fri May 10, 2013 12:06 pm
by jagger
Hi, Where can I find a tutorial for rendering Zbrush stuff with Octane in Cinema 4d??
thanks very much!
Re: zbrush
Posted: Tue Jul 02, 2013 6:00 pm
by jagger
help please
Re: zbrush
Posted: Tue Jul 02, 2013 7:06 pm
by bepeg4d
hi, use goz for switching from zbrush to c4d and then convert the material to octane and tweak the settings

ciao beppe
Re: zbrush
Posted: Wed Jul 03, 2013 9:45 am
by jagger
thanks
I have done that but I cant get the same "shape" using the normal maps, with the c4d base render and using the displacement everything is ok but when translating the material to octane the displacement map is lost (I know, its an Octane limitation)... so I cant get the same result.
Re: zbrush
Posted: Wed Jul 03, 2013 11:34 am
by aoktar
rushes wrote:thanks
I have done that but I cant get the same "shape" using the normal maps, with the c4d base render and using the displacement everything is ok but when translating the material to octane the displacement map is lost (I know, its an Octane limitation)... so I cant get the same result.
yes that's right. what about geometry displacer modifiers
Re: zbrush
Posted: Wed Jul 03, 2013 9:57 pm
by pixelinfected
you can use displacement deformer to apply displacement deformation on mesh directly to c4D mesh, then you can see it also in octane render.
Re: zbrush
Posted: Thu Jul 04, 2013 6:13 am
by bepeg4d
you must find the minimal subdivision level for the geometry and use the normal map for the fine details.
if the zbrush mesh is static, another solution is to bake the geometry details of a specific subdivision level with the zbrush plugin "decimator-master", it works very well

ciao beppe
Re: zbrush
Posted: Fri Jul 05, 2013 9:02 am
by jagger
Im trying that but cannot get the same result. Im using the fat guy that comes with ZB.
I prepared the UV with uvmaster, then create disp and normal... then goZ to c4d, converted materials to octane and put the displacer deformer to the geometry with the disp map. and wrong!
also seems that the normal map comes inverted...