I’ve just finished writing up a displacement mapping workflow tutorial that covers generating an accurate 32bit displacement map from ZBrush or Mudbox, and correctly applying it in VRay for Maya or 3ds Max, and Arnold Render.
There’s often a lot of confusion and misinformation surrounding displacement maps and how they’re supposed to work. You’ll sometimes see artists load a displacement map onto their low resolution geometry and play with intensity and depth values until it looks somewhat similar to their high resolution geometry and assume that’s it’s as close as they can get. But with this workflow you wont have to eyeball any ‘amount’ settings, or rely on normal mapping for fine details, or settle for ‘close enough’ - the correctly generated/applied displacement map will match your high resolution geometry accurately from the start.
So have a look and let me know if you have any feedback. Hope it helps out!