ZBrushCentral

Displacement realtive to unmodified object

Is there a way to calculate the displacement map relative to a base mesh or maybe a different subtool?

Usually zbrush will calculate the displacement map relative from the currently active subdiv level to the highest one. but since all lower subdiv levels get modified if you scuplt on the highest one i can’t get a displacement map that represents all the changes starting with the base mesh.

So what i need is the difference between an unchanged base block of clay and the finished sculpt described by a displacement map.

why?:
I am trying to animate the process of a sculpt being made similar to the movie you can create in zbrush. but i want to do it in Max. So my plan is to take the displacement map and animate it so that mesh deformation happens locally and spaced out in time rather than all at once.

Morph targets are not viable since i would need to load way too many high poly count meshes to handle.

Hi @3dsChobo

This is why it is necessary to store a morph target and re-import your original base level topology immediately prior to creating a displacement map, and before switching subdivision levels, which will again alter your topology at all subdivision levels.

This process is described here, and in the “Switch MT” section of the Multi Map Exporter documentation.

:slightly_smiling_face:

brilliant! thank you, this might save my day :wink:

Hi Guys,
Well, I swear I’ve been trying all the way around but no success. Quite curious there is no video on You Tube demonstrating this. Would be to much asking for some screen recording how to this? I think it will help tons of people who’s starting with Zbrush.