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32 bit displacement problem (i read a ton of similar threads using google already...)

zbrush 4R5 and 3dmax 2012.

I checked many threads about problems with 32 bit displ maps, but i have another one not listed anywhere… i tried changin the shift value in vray displacement, and everything that was said about zbrush and vray options… still my renders look like this (see image below).

settings :

32 bit
3 channel

mid value 0 (this value is recomended as you all know, when using 0.5 get all information i need in black areas but at the cost of white areas… this should not work like that, or is it only way to get 32 bit displace working correctly? if so then is zbrush lying with midpoint value?)

scale 1

TIFF format

the good thing is i dont have to play with amount/shift values.

When rendering 16 bits tiff, i have more information in black areas:

i had to change levels in PS to make them usable in vray(see red circle on image, it is after the change)

When i played with vray displacement settings it turned out that 3D mapping, gives poor results, even when playing with shift and amount values i cant get the eye folds and skin bumps to show properly, 2D mapping gives good results but i know that 3D mapping is more accurate and works better when you want to show detailed reflections/shadows on your model using displacement.

2D mapping results:

So summing up, rendering 32 bit displacement cuts my black values but i dont have to play with shift and amount, i just type 1 and it works.

16 bit/32 bit displacement with midpoint at 0.5 gives me all information in texture, but i cant get good results in vray displacement, its either small details not showing, or the mesh looks a lot different from my zbrush model.

Attachments

16bitdispl.jpg

32bitdispl.jpg

vray2dmapping_result.jpg

I tweaked the tiff, cutt a bunch of image information and got the displacement working, but now i have another problem,

left side is 3D/subdivision displacement and right side is 2D displacement, why does the 3D displ look so weird?

comparison.jpg

i tried doing vector displacement, tried 2 different mid point values, they give the same result:

eye closeup render and vector displ map, i tried vector displacement map from vray.

vector.jpg

I double checked my model’s scale, it is more than 30cm (it is a frog) so it should work ok.

Any of yours uvs touchs UvMap borders? (0,x),(x,0), (0,y) or (y,0).

Check it with TextureMap/Create from UvCheck.

Use midpoint 0, 3 channels and convert the map from tiff to openEXR. Load in VrayDisplacement with an amount of 0,01m and shift 0. Filter blur to 0.

Ensuring UVs don’t touch the borders is crucial for preventing texture bleeding. TextureMap/Create from UvCheck is a handy tool to verify this. Properly spaced UVs enhance texture mapping accuracy.Gb Whatsapp Download