You can move the camera in Keyshot and get mask/depth passes. Camera tab and passes tab in render, mask is called clown pass in keyshot
When I was talking about moving I ment a object in the scene. I know how to move but that little gizmo is a little irritating I've got to be careful manipulating it or I accidently scale or rotate the object, guess I just have to get use to it. As for Depth/Mask passes, Keyshot for Zbrush doesnt have that function, but I did find a workaround for the clown pass, I just use flat materials and color for the background to achieve the same effect. Also when I render I can save a PNG w/transparency to get just the objects and ground shadow/reflections. Still havent found a work around for depth pass yet.
Another Alien Probe Found in the Desert. Where are they coming from? Another BioMechanical probe created in 4R7 and Rendered in Keyshot. Also got a quick timelapse of the creation of them. Enjoy ;-)
About baking displacement maps in zbrush:
1. A square ZB document
2. Add a simple plane.
3. Start dropping elements, IMM brush or anything. After all, Zmodeler is an easy and excellent tool.
4. Orthographic view, front view. Camera accordingly.
5. BPR render.
6. Under render menu/render passes, export a 16bit B&W depth pass, .tiff.
VoilĂ
It is more difficult to also bake AO maps. Yes, you can render an AO pass. However, AO in BPR is a real PITA and probably not of good quality
I've been playing around with Keyshot for zbrush aswell. I was a little disappointed when I realised that I couldn't do seperate passes for post processing,
so I asked on the Keyshot forum for a work around to create a depth pass and here is what a helpful guy by the name of andy.engelkemier came up with...
"Never fear. You can make a Fake depth pass. It's just a bit more work.
Duplicate your entire scene. Maybe just save a copy, depending on it's size.
Create a flat material, turn off all lights, and turn environment to black.
On the flat material create a texture that is just a gradient from white to black. Map that planar and try and match it to the camera. White should be at the camera, black would be away. Just use the placement tool to get it in the right position.
It doesn't have to be Perfect either. Just get it close, it'll work fine.
Render that out. It should be extremely fast. And you can use that just like you would the render pass. In fact, it May even produce higher quality results, because the pass isn't clamped output so it's sometimes too narrow of a field."
I have yet to try it, but it makes sense and I think it should work fine. Hope it helps.
Also I agree that Keyshot for Zbrush is totally worth it, takes a bit of getting used to, some of the options I was looking for were hidden in strange places, but the renders it puts out are really nice. Next level stuff indeed.
Thanks michalis. I was Looking at Nanomesh to create something and save the file and pull it up and just hit random seed to create new and unique displacements. Also Thanks for the Displacement Map you provided in your Post, I've used the Heck out of it.
Thanks Grot. I'll have to Explore that Trick for Depth Maps in Keyshot, I tried something similar a few days ago, I may have another go at it.
Worked all day putting together a Greeble Pack if you want to check it out. It uses Just NanoMesh, so you just hit Random Seed and you got a new Greeble ready for Displacement. Not the most Complex Greebles, but does the Trick.
Can you tell us if this can be done only in Zbrush and if so How???
What kind of Displacement Map did you use here?
How can you get such big displacements?
I would greatly appreciate comments on this and would like to construct such similar object.
These Probes must be Stopped!! Now theyre Harvesting these Critters out of Our Fields, What Next?!..... Just Kidding Lol. Just Playing in Zbrush/Keyshot/Photoshop and this is what I came up with. Enjoy ;-)
Playing around with Group Looping on my Skull. Gave it a Bio mechanical feel to it, also added one of my Greebles on the back plate using Surface Noise and Masking. Rendered in Keyshot and Post in Photoshop. Enjoy ;-)