I got the best result when I connected the Redshift displacement node to the displacement slot under the Redshift tab on the shading group node. I also changed the min and max to (-.5 and .5).
Hey, assuming by regular displacent you mean scalar the difference is that scalar only can move each pixel up and down relative to the normal where as vector allows more complex angles. Generally you will want to use vector where possible however scalar can save you some computing time if you're rendering a simple object. Hope that helps.
hey michael i have a question thats really bothers me each time about all this 3d render time world. i started to notice that in maya 2017 the higher the mesh i mean by thousand verticles it dont really affect the render time that much i mean that it feels like with discplacement maps and bump like its taking more time then higher resolution mesh? so what i trying to say is, does it really nesecery to bake the topology for each static object?
It could possibly take longer with a displacement maps, yes that's true. However the net benefit is that you get a low poly model for manipulation in your scene which is pretty important especially if you're working with animation and as you need to play back in real time (or generally it makes the process a lot quicker than using playblasts). I'd only use a displacement map on a static mesh when the model is going above 50-100k unless the scene is fairly highly occupied already then maybe I'd be more conservative. I've never done a direct render time comparison between a low poly model with displacement and the high poly version of the same model as I'm usually in the millions of polys when I'm considering a displacement map, as I was with this tutorial. Moral of the story is if you've UV'd something you may as well do a displacement map as the time cost is pretty low to set up but the gain of a snappier Maya project could be exponential - but all situations are different!
Michael thank u for this long and well answered respons! Yea its really bother me to understand what is the correct one! Recently i did some gun modeling and rendering i want to show it to u and hear some comment from u abt it if u dont mind! Im sending to u! Michal keep up with those amazing tutorials, they are simple clean and really usefull each time thank u again!
I had a quick look there doesn't seem to be a lot of info out on it at the moment (in fact this is the first I've heard about it) however the Render Engine market place is starting to become very crowded and I believe that nVidia have just thrown their weight behind MentalRay (blogs.nvidia.com/blog/2016/11/15/mental-ray-maya-free/) which I haven't checked out since 2015 so is probably worth a look and is an already heavily Autodesk supported product so, while competition is good for us AMD has some major catching up to do! As for Redshift, they're not the only other party in the game with Octane, Furyball, Arnold, Vray and Corona also to name a few also out there I don't think anyone's ship is getting sunk just yet! Hopefully all the competition is healthy for for feature development (and price competition for us paying for it!) so that in the end whatever platform you choose you get a workflow that is right for the end user.
yeah there isnt much in the way of info yet besides a few videos. Its great that MR is going free, even if its only for single frames..$65 for a years licence is peanuts. I actually prefer the old school biased renderers. I dont think Vray or Arnold have much to worry about. I read all about this stuff but i never really put it to use. The reason ProRender interests me so much is that Blender can also use it.
How can I mirror the normal map ? You can repeat your normal map but there is no node fore mirror the texture. As you have when you ad a normal texture file into diffuse --------______-------
Just asking :) but with a script every image would be around 10mb, don't you think 100 of them is going to be very slow or just freeze? And why they didn't add a standard pipeline node instead of a closed file path ? Just being curious here.
Hey, just to let you know zBrush does support UDIMs, when you go to export options in the multi map exporter there is a file names option you can press. At the bottom of the menu that pops up you can choose UV tile ID format and set it to UDIM. If your model has several UDIM tiles in its UVs it will save out the texture files with the appropriate 1001, 1002 etc IDs on them in the filename.
How would you add a UDIM? where your UV's are spread across multiple UV tiles? not seeing any options for that using the redshift nodes
I got the best result when I connected the Redshift displacement node to the displacement slot under the Redshift tab on the shading group node. I also changed the min and max to (-.5 and .5).
i wanna hug you... Thank You man. You just got two Karma points :D
More Redshift tutorials please!!!
+zoygas they're on their way!
Hi, what may be the differences between a vector displacement and a regular displacement? Do we use vector displacement for a specific purpose?
Hey, assuming by regular displacent you mean scalar the difference is that scalar only can move each pixel up and down relative to the normal where as vector allows more complex angles. Generally you will want to use vector where possible however scalar can save you some computing time if you're rendering a simple object. Hope that helps.
@@SmallRobotStudio Thanks for that. I was thinking about the xyz displacement used for skin. So are they scalar displacement then?
super good man, very helpful thanks!
Cheers :)
Can show how to use UDIM system for normal map plugin, and as well for Displacement too, i hop you take consideration on this request, thank you
hey michael i have a question thats really bothers me each time about all this 3d render time world.
i started to notice that in maya 2017 the higher the mesh i mean by thousand verticles it dont really affect the render time that much i mean that it feels like with discplacement maps and bump like its taking more time then higher resolution mesh?
so what i trying to say is, does it really nesecery to bake the topology for each static object?
It could possibly take longer with a displacement maps, yes that's true. However the net benefit is that you get a low poly model for manipulation in your scene which is pretty important especially if you're working with animation and as you need to play back in real time (or generally it makes the process a lot quicker than using playblasts). I'd only use a displacement map on a static mesh when the model is going above 50-100k unless the scene is fairly highly occupied already then maybe I'd be more conservative.
I've never done a direct render time comparison between a low poly model with displacement and the high poly version of the same model as I'm usually in the millions of polys when I'm considering a displacement map, as I was with this tutorial. Moral of the story is if you've UV'd something you may as well do a displacement map as the time cost is pretty low to set up but the gain of a snappier Maya project could be exponential - but all situations are different!
Michael thank u for this long and well answered respons! Yea its really bother me to understand what is the correct one!
Recently i did some gun modeling and rendering i want to show it to u and hear some comment from u abt it if u dont mind! Im sending to u!
Michal keep up with those amazing tutorials, they are simple clean and really usefull each time thank u again!
+Dima Zagorski yes send them over, always excited to see your work! Glad as always to be helpful :)
i wonder what the future for Redshift is with AMDs Pro Render coming out for free. (it works on nvidia cards too as long as they support OpenCL 1.2)
I had a quick look there doesn't seem to be a lot of info out on it at the moment (in fact this is the first I've heard about it) however the Render Engine market place is starting to become very crowded and I believe that nVidia have just thrown their weight behind MentalRay (blogs.nvidia.com/blog/2016/11/15/mental-ray-maya-free/) which I haven't checked out since 2015 so is probably worth a look and is an already heavily Autodesk supported product so, while competition is good for us AMD has some major catching up to do!
As for Redshift, they're not the only other party in the game with Octane, Furyball, Arnold, Vray and Corona also to name a few also out there I don't think anyone's ship is getting sunk just yet! Hopefully all the competition is healthy for for feature development (and price competition for us paying for it!) so that in the end whatever platform you choose you get a workflow that is right for the end user.
yeah there isnt much in the way of info yet besides a few videos.
Its great that MR is going free, even if its only for single frames..$65 for a years licence is peanuts.
I actually prefer the old school biased renderers.
I dont think Vray or Arnold have much to worry about.
I read all about this stuff but i never really put it to use.
The reason ProRender interests me so much is that Blender can also use it.
How can I mirror the normal map ? You can repeat your normal map but there is no node fore mirror the texture. As you have when you ad a normal texture file into diffuse --------______-------
Just mirror it in photoshop if you have to?
Thank you Capitaine Obvious ! What if you have 100 models to do and you need to go fast ? :)
Open all 100 files in photoshop as a script action. Stow your attitude while you're at it.
Just asking :) but with a script every image would be around 10mb, don't you think 100 of them is going to be very slow or just freeze?
And why they didn't add a standard pipeline node instead of a closed file path ?
Just being curious here.
You helped me.
thanks,really helpful!
Glad to hear it!
so... where is the UDIM information..?
zBrush doesn't support UDIM therefor is not in this tutorial as that's what I'm using.
Hey, just to let you know zBrush does support UDIMs, when you go to export options in the multi map exporter there is a file names option you can press. At the bottom of the menu that pops up you can choose UV tile ID format and set it to UDIM. If your model has several UDIM tiles in its UVs it will save out the texture files with the appropriate 1001, 1002 etc IDs on them in the filename.
moreeee pplisssss
I'll keep em' coming!