ZBrushCentral

Multi displace and Alpha Depth Factor prob

I’ve been making a character with multiple uvs for areas like the head, body, arms etc. This is to enable me to break up the character and add extra levels of sub division as documented else where in these forums.

This all works fine, but the problem comes when sculpting the extra detail. The alpha depth factor of the generated displacement maps seems to adjust slightly, leaving seems across the regions. An example here would be to add a large horn to the head of a character. The levels of the displacement map for the head region are adjusted to allow for the new white values, meaning he’ll now have a seem at his neck because I don’t know what amount to displace the head to match the neck.

Now I know that the multidisplace exported has settings for scaling the ADF, but I don’t really understand what they’re doing. I think 32bit maps should solve this, but also can’t seem to get that working either.

Any help would be much appreciated.

Thanks

I’ve yet to dabble into this but I’ve been thinking about how to do it for a long time. So far I haven’t come up with a good solution, but I would love it if someone came up with one for me :slight_smile:

I think I know a way of doing it but I’m not sure if it’ll work. I dont have the time to experiment with it now but when I get the time I’ll give it a try and if you’re still stuck I’ll let you know what I find out.

32-bit maps will resolve this, if your rendering engine supports them. To create a 32-bit map, you MUST use Multi Displacement 2 rather than Displacement Exporter. Information on this is in the documentation that comes with DE.

Yeah thanks, 32bit does seem to do the job. Unfortunately the renderer I’m using (Vray) seems to clamp 32bit displacement maps, so I’m going to try mental ray.