ZBrushCentral

Displacements: Does ZBrush create displacement maps with 50% GRAY FOR THE MID POINT?

Yes. ZBrush always creates its displacement maps with a mid point of 50% gray. Many image editing programs, however, have a setting that allows the program to manage colors for you when a file is opened. This means that the image editor is changing the the ZBrush map so that the mid point is no longer 50% gray. If you open a displacement map in another software and find that the mid point is not 50% gray, please check for such a setting and disable it.

Many renderers also require two separate maps; one for positive and one for negative displacement. ZBrush can easily convert the bi-directional displacement map that it generates into two separate maps for use with such an engine. There is a tutorial in the built-in help system called “Processing Displacement Maps” which explains how to accomplish this.

Hi, Aurick.

I want to ask you a simple question. Problems with displace and normal maps, generated in ZBrush, often appears because of incorrect UVs.
Of cource you know, that in 3DS Max UVW Unwrap modifier you may unwrap only half of symmetrical character, and may not to mirror some details. Because usually you dont want to make assymetrical textures on every body part. In that case, you’ve got an overlapping UVs (I don’t know tha other way to do it).
So tell me please, can it cause problems with displace map, generated for the UVs, like on attachment? (Red color marks overlapping areas)

Attachments

UV.jpg

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