ZBrushCentral

Z2 Displacement in Max

grassynoel: The script sounds really great and will be a wonderful benefit for all I’m sure. Maybe he needs an incentive to release it? Cash? Girls? Cash and girls? :wink:

Trogwart: Yeah, sometimes wierd things happen with one type of UV’s and not another. My head originally had spherical mapping but that didn’t render very well at all (much like you describe). I went back and redid the test with AUV’s and then it worked fine. Could also be I screwed up a step or did something out of order, which is what I usually assume (and I was tired at the time). Thankfully things tend to be easy to redo with ZB as long as you saved your finished muti-res tool and also still have the original OBJ you imported (that is if your original mesh was made outside of ZB of course).

heh, 2d with AUV works fine too… appears it was just imported incorrect. Sorry.

2d maping disp is really faster but pictures are practicaly the same.

Beautiful model and render! Congrats, I’m happy you managed to get things working the way you wanted. :slight_smile:

zeddicus your topic has actually 81 replys¡¡¡ can you make a update-resume of your main points?
thxs
Emax

Zeddicus, thank you.
And one question not for the topic exactly, but actual for them who whants to render not in Zbrush
Is there any metod to bake cavity to the texture? Im fond of it, it makes render more realistic, imitating dirty.

Trogwart: There are a couple of threads in the official Vray forums where they talk about Zbrush’s cavity shader and ambient occlusion. You might want to take a look at those. I wasn’t paying close attention myself and could be wrong, but it sounded to me as if implementing it as a Vray shader might be a simple matter for future versions which would be cool.

egomaxim: “update-resume”? As far as Zbrush maps in Vray & MR are concerned, the culprit was the default blur setting (1.0) in the material editor in Max. Turning it to 0.01 fixed the banding in this particular case for Vray, but not MR which seems to ignore the bitmap settings in the material editor.

Vray (animated GIF):

Mental Ray:

When you make a displacement Map entierely in Zbrush, is all these little disagrements exist or not ?
Pilou

Another tips about the bandwidth,
convert your grey mode tiff to rvb mode tiff.
that’s it.
3dsmax import your pic in rgb. I think that is the reason.

Fouad: I’m not sure I understand your post. Could you please elaborate a bit more? Thanks.

Frenchy: I’m not sure since all my testing has been heavily focused on Vray displacment. ambient-whisper seems to have done more in depth testing in regards to applying disp maps to tools within Zbrush, so perhaps he will jump in here and say.

Zeddicus, I say simply that if you have of the problems of level of gray, converted your tiff which is in level mode of gray, to mode rvb, and that will make disappear the bands.

You’ve said RVB twice now. I’m afraid don’t know what that is, and I couldn’t find anything on it. Do you mean RGB… wait oh duh. Just dawned on me while typing ths post. You mean Rouge Vert Bleu (Red Green Blue) don’t you? I feel so silly now. I thought maybe RVB was some special mode in Max I’d never heard of or something. Just a sec while I test, lol…

Ok, I just used PS to convert the 16-bit greyscale map to 16-bit RGB, but banding still happened based on the default 1.0 blur setting in Max. A blur setting of 0.01 fixed it again with the color version of the map. Just for kicks I also tried converting to an 8 bit color map. Still get banding of course, but it’s diffused and bumpy like the skin of an orange which is kind of cool. :wink:

Yeah it wont increase the range just converting to rgb. I think this was a fix for maya and xsi because mental ray cant handle 16-bit grayscale tiffs. 3dsmax however will pass the image as raw if mental ray is unable to use it.

Zeddicus,

you mentioned that you can turn banding on and off in the sample model thread, what was the actual solution? Was it turning filtering off in the bitmap?

Thanks

It was the default 1.0 blur setting in the material editor when loading a displacement map. Depending on a few factors (2D vs 3D mapping for example), you may or may not see banding even with a blur setting of 1.0 (increasing it a bit can make it come out more clearly if thats the case). Change it to 0.01 and the banding will go away. For the most part I leave filtering on in the material editor and the Vray modifier since I seem to get better results than off.

@grassynoel : will your friend make his script vor vray public?

could be a great help.

I had a lot of headache and had this result with Max displace native modifier.
I followed the instructions to use VRay displacement Mod but , no matter
seting all the sugested amount Shift values.THE RESULT IS A MESSED UP
MESH OR A BLACK SCREEN.
I tested with other files and Vray worked fine for displacement.I am probably doing something wrong.Can someone help or share a successful Vray
displacement Max 6 file with me?

Attachments

African.jpg

displace_nightmare.JPG :evil: Ok!All right .Nobody out there hummm.

:frowning: :qu: Well, this time I am really in trouble.
I exported thousands of Alpha test maps and could not get a single decent displacement in Vray , or with displace modifier.They have all kinds of weird
results.I am thinking already , it is not simple to use displacement maps, and
well if I export the subdivided model the heavy file will crash or freeze my system.
When I finnally got what should really be easier to get, There is a curious
artifact , that the original Zbrush model does not show.See picture above.
Please Pixolator , have pity and help I am strugling for weeks now!
Yes I researched a lot and tried everything before writing.
How can I edit this thing out of my displacement map?

Luiz Mihich

It looks like the high displacement values have been clipped. You may be able to prevent this clipping by readjusting your import or displacement modifiers in Max. If you’ve taken the map through a 2D image editing application, that software may also have readjusted the displacement values which in turn resulted in this clipping.

I never have these level value…

5 and -1…
In my setup allways, the negative value is the half of positive value.

Thank you Aurick, for the quick reply.
As a matter of fact , I imported 2 versions of displacement maps .
One of them was exactly what ZBrush created and exported as alpha
displacement , but the other was a heavily contrasted one that I retouched
on a very obsolete Photoshop 4.0 light version ,( I altered the levels of the
image), but this is the map you see above and the displacement , at least
happenned, I had similar result with Max displace modifier.
I am aware tht I shall use always half negative shift values,so I was
surprised to see -1 worked much better than -2,5 for instance, but the
mesh shrinked rather than deformed with the last value apllied.
I also played with output values inside material editor .Something is really
wrong,and if it is not asking too much could you give me step by step
advices from exporting displacement maps to Max until render the instance map already inside Max 6.0 interface ?:o :+1: