ZBrushCentral

3.5 has no multi-displacement plugin...whats the work around?

In 3.1 we were able to use the multi-displacement plugin to pump out seamless displacement maps across a mutiple UV tiled character. This was vital to my workflow especially with creature characters with a single manifold mesh’s. This is non existent in 3.5. Whats the deal here? Am I missing something? Hiding the mesh with polygroups will pump out disp maps with seams, Ive tried it and its ugly. Anyhow I need a fix to this asap? Im assuming there is a way to do this in 3.5 correctly and im missing it. How are people getting clean seamless disp maps across a multi tiled uv mesh in 3.5???

generate your displacement map manually :P, turn the adaptive on before you generate for more precise map.

Doesnt work, The only way to get a displacement maps out IS manually in 3.5 (that I am aware of). If you isolate by polygroup and generate a disp map for each polygroup it will generate seams when applied in a 3d package, believe me Ive tried. In 3.1 the multi -disp generated all your disp maps seamlessly. I wish they would just bring it back.

what 3d program do you using anyway? I’ve never have a problem in 3ds max, even I isolate each polygroup.

You don’t even have to exit zbrush to see seams, if I apply the displacement in zbrush to check before export I can see them…which shows me the problem is zbrush. So, I seem to have the same seam problem. O.o Yea yea, dumb joke :stuck_out_tongue:

I also see other problems, if I generate maps in different tiles they come out different umm, intensities/strength i guess. So, in order to get them to line up somewhat close, I have to adjust the map strength before rendering in another app. If they are generated all in the 0-1 uv space they have the same strength, but still have seams when reaplling multiple displacement maps no matter what.

The solution, generate displacement with 3.1. 3.1 does give much cleaner, easier results.