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Old 12-04-2006, 08:54 AM   #1
pixelsoul
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Default 32 bit displacement file?

Everytime i get this error:

select -r blinn2 ;
select -r file2 ;
AEassignTextureCB file2.fileTextureName "E:/Z-Brush/Tools/dp_map_human_head/Z-32.tif" "image";
// Error: Image conversion (to IFF) failed //
// Result: 1 //
// Error: Image conversion (to IFF) failed //
// Warning: Failed to open texture file E:/Z-Brush/Tools/dp_map_human_head/Z-32.tif //
// Error: Image conversion (to IFF) failed //
// Warning: Failed to open texture file E:/Z-Brush/Tools/dp_map_human_head/Z-32.tif //
// Error: Image conversion (to IFF) failed //
// Warning: Failed to open texture file E:/Z-Brush/Tools/dp_map_human_head/Z-32.tif //
// Error: Image conversion (to IFF) failed //
// Warning: Failed to open texture file E:/Z-Brush/Tools/dp_map_human_head/Z-32.tif //
// Error: Image conversion (to IFF) failed //
// Warning: Failed to open texture file E:/Z-Brush/Tools/dp_map_human_head/Z-32.tif //
When I generate a 16 bit displacment map in zbrush it works ok :headbang:

When I save it with imf_disp.exe to .iff or .map i get very strange results
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Old 12-04-2006, 10:25 AM   #2
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maya can't handle 32 bit images. Why do you need it to be 32 bit? Why can't you just use the 16bit one?


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Old 12-04-2006, 04:48 PM   #3
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MR will render 32bit tiffs.
maya native renderer will not iirc
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Old 13-04-2006, 10:27 AM   #4
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Hmmm my renderer is turned on mental ray.. only it gives me this error when i try to load it in...

Well why i want to use 32 bit is because the 16 bit doesn't give me near the results i want to have from what i have to zbrush.. so i want to try out all settings to make it look a bit better as i have seen some demo's who look allot better then mine
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Old 13-04-2006, 10:56 AM   #5
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ok fair enough, I wouldn't have thought you'd see that much difference in a 16 vs 32 bit displacement image... unless you're rendering at really high res... maybe you could post up some examples?


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