ZBrushCentral

Displacement Maps with Textures?

Hey Guys!,
I was just wondering if anyone knows the workflow for apply a displacement map and a texture together then render in Maya Mental Ray? I have two shading networks currently, 1st is the SubSurfaceScatter skin layer made with the mix20 shader along with a simple Maya Blinn that has a 32bit Displacement Map generated from Zbrush. I have been able to get both to work seperatley, but as soon as I try and combine the 2 to get a textured model thats been displaced, I get SSS with smooth character? I lose any fine detail, but I it seems to smooth the character out. Where or How do I connect the two and get a render form mental ray? I have tried adding the Blinn Displacement into the mix20 shader but seems to not displace properly, then I tried to add the shader to the ouput connection in the character that has a slot for displacement. Nothing seems to work!??? I need help, I’m so close but so far!! Please any suggetions would be greatly appreciated!

Thanks, Mark:cry:

Create a blinn, connect the SSS shader into the Blinn shading group (Surface material), then click on the displacement material (the checker box next to the slot) of the Shading group (the one assigned to the SSS) now select file and assign to your model.
Note: the reason we create the blinn is to use its Shading group node, as the SSS does not have one.

For an indepth look at how to tweak a disp map render go to my thread “16bit displacement in maya” by DeusEx under the tutorials section of ZBC.

Goodluck :+1:

I running into some difficultly with the zb 3.1 trial. This may or may not be the right place to post my problem.

I have created a model with zspheres and have also painted it using poly paint.
I created the displacement maps with the displacement exporter 3 as I normally did with zb 2.

After importing my model and textures into mental ray for maya and adjusted the alpha gain and alpha offset for the displacement map the entire model is totttally deformed :rolleyes: . The textures apply just fine as I painted it.

Is there anything I need to do differently to the displacement maps so it will work out right.

Thank you

roger_01
Read my thread in tuts section (16 bit disp by DeusEx).
Note: The math I suggest to use will need to be tweaked for your model,
e.g when I say to divide the alpha depth by 10 then 3 you should start by dividing it by 10 then do some renders to get the next percentage to divide by .:+1: