ZBrushCentral

Displacement Inflating everything

hi , i sculpted a basic head guv tiled it , added some details , exported both the low res mesh and the displacement maps and opened in max , did the -1 v thing for the map to fit correctly BUT , when i render…my whole mesh gets inflated not just the areas that i put detail on…does anybody knows what i could be doing wrong? i put the displacements as a difuse map to see if the position was wrong but no…it was perfectly fitted

sorry for my bad english

thanks.

If you created the mesh in ZBrush then you have two work flows:

Option 1 (best):


  1. Create your base mesh.
  2. Store a morph target. (Tool>Morph Target>StoreMT)
  3. Divide the mesh and detail.
  4. Return to level 1.
  5. Switch to the stored morph target. (Tool>Morph Target>Switch)
  6. Create your displacement map.
  7. Export the map and the base mesh.
Option 2:


  1. Create your model and detail it.
  2. Go to level 1 or 2.
  3. Turn on Tool>Geometry>Cage.
  4. Create your displacement map.
  5. Export the map and the cage mesh.
Both of these methods provide ways to restore or generate a base mesh prior to creating a displacement map. This is necessary to ensure that you export a map and model that will work well with animation packages. These packages use rendering routines that are based around subdivision smoothing a cage mesh and the displaceing it. Ifi you don’t use a cage mesh, then you’ll get unpleasant results from the render.

ok i tryed both methods and here are the results =(

Attachments

test2.jpg

For some reason, whatever you try, the displaced parts will inflat. My fauna’s horn inflated too, and her boobs, and if I’ve exported a high level mesh from zbrush, and compared to the displaced one, it was obvious, that there are great difference. However, the cage option is the one I haven’t tried yet.

aurick, thanks a lot! The cage solved my problem!!! Thanks, and thanks, and thanks again!

humm , interesting , when you press the cage button does your mesh gets deformed in zbrush?? mine got strange deformations after the cage thing then i sent it to max and still inflated , also , did you use mental ray or the scanline render? is there a diference?

thanks

Turning on Cage creates a version of the current subdivision level that can be exported to be used in another app. When the cage mesh is subdivided in the other app, its shape will be very close to an undetailed version of your highest subdivision level. This makes it ideal for use with a displacement map (which addes those details).

Depending on the poly count in your low res mesh you may get better results creating the cage at level 2 rather than level 1. Really low poly models usually do better creating the cage at the higher subdivision level. Turn the cage button off again before switching subdivision levels, as you don’t want the modification to be translated across to the other levels.