ZBrushCentral

strange deformation in Maya render

Hello. I am using ZBrush 3.1 and Maya 8.5 on a Precision 690 2 RAM, Windows XP Pro.

I created a base mesh in Maya. Imported to ZBR. Did the sculpting and texturing. Then put the mesh back in to maya and made the UVs. Then in ZBR I made the displacement map.
I then attached the displacement map to the mesh in Maya and rendered. I did this following Gabos excellent tutorial on the process.

Much of the final render looks good, but around various areas of the poly there’s a strange crosshatching like disruption which in the ZBrush tool from which I created the displacement. I am including images of what i’m talking about.

Anybody know what may be causing this to happen and how to fix?

Tristan

Attachments

bad crosshatching deformity 1.jpg

bad crosshatching deformity 2.jpg

bad crosshatching deformity 3.jpg

bad crosshatching deformity 4.jpg

Try using Multi Displacement 3 to generate the map, setting the Border slider to 0.

Thanks Aurick. I’ll try that.

OK I tried making a new map using MD3 with the border set to zero. Also, I made a new UV layout fixing what I thought may have been an issue. neither change made a difference. Still getting this weird crosshatching, “tire-tread” like distortion around those window like structures.

Anyone with any ideas about what’s wrong here?

Thanks for looking.

Tristan

Attachments

bad crosshatching deformity 5 second render.jpg

You could try using a higher res version of the object to render displacements in the scene from, like level 2-3 in zbrush (regenerating displacement map for that instance).
And/or apply 1 level of smooth to the object you’re generating displacement on.

I am having the same problem with my project. The edges of my model get these tire like treads from the displacement map. However, using the Multi Displ 3 BORDER SLIDER seemed to work ok for me. It took out those pesky rough edges out of my map.

let me know if you have any other tricks that may have worked for you.

thanks.

paul b frieling