Step 03: Displacement Output
03步:位移輸出
This creature has four UDIMs so I follow a special workflow to output any map from ZBrush. I have to create polygroups based on these UDIMs (UV Tiles). From Polygroups rollout press UV Groups. Now every time we output any map, we have to show only one of these Polygroup at a time.
這種動物有四udims所以我遵循特殊的工作流輸出任何地圖從ZBrush。我要創(chuàng)建基于這些udims polygroups(UV瓷磚)。從polygroups推出新聞UV組,F(xiàn)在我們每次輸出任何地圖,我們只顯示一個PolyGroup一次。
基于UDIMs polyGroupsAt this point I was more concerned about displacement. I output all the displacement maps using following settings.
在這一點上,我更關心位移。我輸出所有的位移貼圖使用以下設置。
位移設定
With the help of a special workflow for UDIM in ZBrush, I output all the maps. I wanted to check all my Displacement details so I exported all the mesh into Houdini 14. Did a basic lighting to check the Displacement and also created Mantra-PBR.
I Assigned the Houdini's Material Shader Builder to the body and did a special network to use the four UDIMs displacement maps with the shader. You have to double click this shader and get into it to create all nodes.
借助一種特殊工作流在ZBrush UDIM我輸出所有的地圖。我想檢查我所有的位移細節(jié),所以我輸出到Houdini 14所有網(wǎng)格。做了一個基本的照明檢查Mantra-PBR創(chuàng)建的位移也。我分配 Houdini材料材質(zhì)建造者對身體和做了一個特殊的網(wǎng)絡使用四個UDIMs位移地圖著色器。Material Shader Builder network
材質(zhì)著色器生成器網(wǎng)絡
UDIMs setup nodes
UDIMs設置節(jié)點UDIMs setup nodes connected
UDIMs設置節(jié)點連接As I have maintained the scale of the model ? which is based on real world scale ? I will have less trouble to get the Displacement and detail which I already achieved in ZBrush. Here is a test render with displacement only.
我一直保持著模型的規(guī)模嗎?哪個是基于現(xiàn)實世界的尺度?我將得到的位移和細節(jié)我已經(jīng)達到需要更少的麻煩。這里是一個測試渲染位移。
Step 04: Texturing
步驟04:紋理
Body texturing was done with brushes using various masking feature that ZBrush provides. While texturing I used ZBrush's skinShade4 shader, using Standard brush with color spray setting and Alpha 58 or custom alpha I pick different color for different places and start painting. This way I get the vibrant color effect from the brush.
身體變形是用ZBrush刷子掩蔽,而我使用ZBrush的skinshade4材質(zhì)貼圖,使用標準筆刷和顏色噴設置和α58或自定義α我選擇不同的顏色不同的地方,開始繪畫。這樣我就可以從畫筆獲得充滿活力的色彩效果。變形
Bake the PolyPaint into texture and bring back to Photoshop. Made different color variation of the same texture and reveal each other using layer mask in different places.
Polypaint為紋理帶回PS圖象處理軟件。在不同的地方用不同的圖層制作不同的顏色變化,并使用不同的圖層蒙版。
Photoshop editing
PS圖象處理軟件編輯
Final texturing pass
最終變形傳遞 最終的彩色地圖Specular map was made using mask by cavity feature in ZBrush and combination of displacement map.
高光貼圖是使用面膜在位移圖ZBrush和組合型腔特征。
Final Specular map
最后鏡面映射Final displacement map
最終位移貼圖最終渲染沒有皮毛
tep 05: Shading and lighting
tep 05:陰影和照明
I used seven area lights. All the area lights attenuation is on and sampling quality is increased to 5 for quality render. And one environment light with HDRi was used for light distribution from all angles. This gives a global Illumination effect.
我用七個區(qū)域燈光。所有的燈衰減和取樣質(zhì)量增加到5質(zhì)量呈現(xiàn)。和一個環(huán)境光和HDRi用于從所有角度分布。這給全球照明效果。Final light positions and settings
最后的光位置和設置For the skin I created a custom shader in the following way.
為皮膚我創(chuàng)建了一個自定義材質(zhì)以以下方式。Basic shading network
基本的材質(zhì)網(wǎng)絡 最后一個材質(zhì)網(wǎng)絡Some close-up renders to check SubSurface Scattering effect
一些特寫鏡頭呈現(xiàn)檢查地下散射效應Some close-up renders to check SSS
一些特寫渲染檢查SSS
Step 06: Fur
06的皮毛
In Houdini 14 I used a custom setup for creating the fur for this creature. In this setup I can specify the area where I want fur, using paint node and scatter line at that area. And connect it to Curve Groom for further modification. Finally I use it as a guide for the Fur node.
In Houdini 14 中我使用了一個自定義設置來創(chuàng)建這個生物的皮毛。在此設置中,我可以指定區(qū)域,我想毛皮,使用油漆節(jié)點和散射線在該地區(qū)。并將其連接到曲線的新郎進一步修改。最后我用它作為毛皮節(jié)點的指南。
Fur guide setup process
毛皮指南安裝過程
毛指導安裝樹To create a fur node go to the skin tab and choose the mesh_OUT as skin mesh, (which are low res mesh compared to rendered mesh) and Curve Groom as guide. I hide the guides I created before and set the fur parameter
創(chuàng)建一個毛皮節(jié)點去皮膚選項卡并選擇mesh_OUT皮膚網(wǎng)格,(低res網(wǎng)相比呈現(xiàn)網(wǎng))和曲線新郎指南。我隱藏指南之前創(chuàng)建并設置毛皮參數(shù)毛皮參數(shù)設置To color the fur I used Mantra Surface shader and used the color map as diffuse color.
皮毛顏色我用咒語表面材質(zhì)和使用漫射顏色的彩色地圖。Step 07: MultiPass setup or extra image planes
07年步:多通道設置或額外的圖像平面
MultiPass setup is done very simplly in Houdini 14. Select the Mantra node under OUT network view and go to the extra image planes tab. Do the following setting.
多通道設置在 Houdini 14.做得很簡單。做以下設置。多通道渲染
For Ambient Occlusion and Fresnel pass I created extra node network under each shader.
對于環(huán)境遮擋和菲涅耳通過我創(chuàng)建額外的節(jié)點網(wǎng)絡下每個著色器。
Custom AO and Fresnel network setup
定制AO和Fresnel網(wǎng)絡設置
Final output after post processing in Photoshop.
在Photoshop中后置處理后最終輸出。最終的圖像