ZBrushCentral

Displacement export problem. Zbrush - C4D.

Hey folks, i got a little problem with exporting my displacement map to cinema 4d. I got some bizzare artifacts on the edges.
Here’s what I do.

  1. I create low-res model in c4d.
  2. I unwrap the UV’s.
  3. Export it to zbrush.
  4. Select Switch - in Morph target.
  5. Subdivide, sculpt etc.
  6. Goin’ back to subd. level 1.
  7. Switchin Morph target.
  8. Going to Disp. map and select Adaptive, Smooth UV, DSubpix - 4.
  9. Click on the create and export disp. map.
  10. Once it’s done i export the same mesh from zbrush to c4d.
  11. In c4d I turn on the disp. on my model and import the map.
  12. I’m checking there some options which ussualy work.
  13. I flip the material vertically.
  14. REnder it and i get this:
    [img1.jpg]img2.jpg

Hope You can help me with that problem. Cheers :slight_smile:

I see you have Adaptive turned on. Are you also remembering to set Tool>SubTool>PA Blur to 8 prior to creating your map? This is necessary to get the best results with Adaptive.

As for DPSubPix, how many polys is your model and how big is your map? The value of DPSubPix determines how many additional times ZBrush subdivides the model in memory before outputting the map. This is nice if you have a 1 million poly model and wish to output a 4K map, since a DPSubPix value of 2 would divide the model twice to bring it to 16 million polygons – the same number of points that a 4K map can hold. But with that same model a DPSubPix of 4 would result in ZBrush calculating 256 million polygons for a map that can only hold a maximum of 16 million data points. It’s a lot of wasted time and system resources. Of course, if your model is already at anything over 4 million polygons then even a DPSubPix of 1 will usually be a total waste. And if you’re at something like 12 million polys, a DPSubPix of 4 would force ZBrush to calculate 3 billion polygons before throwing all of that data out to write your 4K map…

Thank You. :wink: