Here is a quick tutorial of how to succeed in rendering ZBrush displacement in Turtle for Maya. I have also attached a pdf with more details of the different steps.
This tutorial assumes that the model, the texture mapping and the displacement texture are already generated. For details about these steps, please refer to Pixologic’s tutorials and documentation. The values used below are the ones I used for the GUVTiles sword test file.
The Quick Guide
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Start Maya with Turtle loaded from start
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Import the .obj file and enable Turtle -> Render as subdivision surface under the shape node of the mesh. Set the subdivision depth to 4.
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Assign a new material to the mesh and assign an ilrDisplace shader to this material.
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Load the texture into the shader. Enable Flip Y, set displacement offset to 0.5 and the scale to an appropriate value (10 in this case).
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Use the preview mode and a small resolution and render. If needed, adjust the displacement scale to get the desired look of the sword.
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When satisfied, use a higher sample setting and render the final image.
In the image above, I have added some HDRI lighting too.
I hope this is helpful. Please tell me if anything is unclear.
Jacob