I have noticed that when in Z brush and you are sculpting away that it is VERY easy to produce results that just wont convert into a displacement(hieghtfield)map, due to the nature of how disMaps work, it gets espeacially broken when you use the inflate brush on detail to "snug"it up together, these results become invalid and its very frustrating to end up with some really nice work that cant be rendered anywhere else than Zbrush.
So my question is that I have heard of multidirectional displacement coming online with (mental Ray) I thougth, in which an actual RGB map is used instead of a greyscale map, and the colors equal displacment in different directions, this would fix the current problem with Z brush.
Has anyone else heard of this or know anything about it??
…also is there a way to clamp the way the detail is created in Zbrush that would allow you to “lock” to one displacement axis so that you couldnt acidentally sculpt something that will not evaluate correctly when generating the disMap??
Thanks! -Kris