ZBrushCentral

Corrupt Displacement export?

I am using ZB 3.1 and 3DS Max 2009 (32 bit).

I have been exporting displacement maps for each piece of geometry using Displacement Exporter. I have been using the same settings for each map, however one displacement map gave me the error that it could not read the file type (even though it was tif like the rest and the same settings).

Has anyone come across this issue? Any help wold be greatly appreciated.

I don’t know for sure but the piece in question also seems to be exporting differently. Even though the scale is set to 1, it seems to be slightly smaller and shifted in location. I have double checked the UV’s there are no overlapping areas or red in the UV Check.

Thanks in advance.

Dangit, this will never be seen now that its been moved. :confused:

Anyone ever encountered the issue in the post above?

Try using the multi-displace plug-in with Adaptive enabled in the Displacement pallet. You can use it even when you’re only exporting one map. Sometimes I’ve noticed displacement maps will get calculated incorrectly in ZBrush for whatever reason and look funky in Max. Usually if I just export them again it comes out fine. Also, Max doesn’t really like large displacement maps, so if you’re using 4k maps or you have like five 2k displacement maps in the same scene, you might run into issues there.

I made a video on this a while back, it may help.

http://www.vimeo.com/6674655

Thanks so much Dustin for taking the time to reply. All of the information you gave is very useful. I spent hours last night fiddling around and learning the hard way.

I ended up restarting my machine, and re-exporting and it worked (as you mentioned) I also finally figured out what DE settings work best for me after trial and error.

I found that if I have more than four 2048 maps max crashes (another thing you mentioned). Learned the hard way :confused:

I was able to find two different work-arounds for the issue.

#1 The most simple one was to use 1024 in the displacement map size (even though the source map was 2048)

#2 use the 3GB switch. I found a great link that allows me to choose at boot, to use the 3GB or normal boot. With the 3GB switch I can now render out many 2048 maps in a single scene.

Lastly, (it may be common knowledge) but when using the second sub D level as the base mesh and for all displacement maps, I was able to get cleaner and sharper details. (Probably because its less work and less distortion when displacement happens)

I am no longer using normal maps, but when I did, the fix seams button helped out.

Thanks again Dustin. And I remember seeing that video, great job explaining, its very easy to follow. I bookmarked it just in case :wink:

P.S. your Vimeo avatar rocks!

Yeah there’s a good Wiki on the 3GB switch. I was using it for about a month before I replaced Win XP x86 with Win 7 x64. Now I’m using all my RAM and I haven’t run into any problems. ZBrush 3.1 and Max 2009 run like a dream. You can get Win 7 Pro x64 OEM on Newegg for about $140. Worth every penny, IMO.

Sweet!

I have been asking every nerd i know if they have used Win 7 and what they think. You are the first person who has actually installed it and tested it with apps I would be using. This excites me, and I will be making the switch soon. Your stamp of approval was all I needed :wink: