ZBrushCentral

Displacement Map in Max

Looks very good. Have you flipped your map vertically? You can do this in photoshop or by going into your map and type -1.0 in V tiling slot (just don’t do both)

I do that too, inside Max i change the V value from 1 to -1 but still wont work. Any other advice, anyone? How about someone who has have the same problem.

By the way, thanx for all your replies.

Mmm, i tried to render the head post by Pixolator, it works, no micropoly, but the overall bumpines are there.

I think the only diference between the map provided with the head and my map are the mapping method, the map of the head are GUV and my map are AUV Tiles. How can i change my displacement mapping whitout affect the texture map?

Very cool CaveTroll :cool:
Pilou

Thanx Pilou, still strugle with te Disp Map :slight_smile:

Hmm… What happends if you use the disp approx modifier and displacement in the material instead?

Probably it won’t make much difference, but at least you can try it…

EDIT: How does the diffuse map look, is it also distorted?

Mmm good idea Albhin, let me try.

Here’s a reduced versión of my Disp map, the original is 2048x2048. Using the AUV tiles format for the mapping.

same problem here…

what i would like to see is a “real world” tutorial on how to do displacement from zbrush to max, or zbrush to maya.

ive been experimenting with disp maps through Zbrush to Max6 and its successful,

Ill write a tutorial on it and post it on the forum soon :slight_smile:

Thank you very mucho Mr.Chaos :smiley:

I’ll wait for the tut.

Not tryying to hijack the thread but I would like to know if anyone knows how to really get rid of the banding with mental rays micropoly displacement in Max… or is it impossible?

Would be very nice if a short tutorial could be created for mental ray since it is a renderer that is shipped with max. All of us haven’t got vray…

But, all of us could have “vray Free”. I’ve seen some very good results posted here using that, but I don’t know how it compares in terms of speed and processing requirements.

I might be very wrong, but vray free doesn’t support microtriangle displacement… You have to buy Vray to get that…

Sorry but i don’t have Vray, nor the free nor the retail :frowning:

Any ideas yet boys? The MAX scanline it’s waiting your tut.

Maybe if i put the model for you to play around you can help me?

I have problems with disp maps in max 6 too. I am testing the pixologic head and dont work.
The steps are exactly the same that cg18 is described:

  • inport the head
  • apply meshsmooth
  • apply disp map (rotating it)

But dont work.
Please help!!!
–Thanks Chaos… :+1: i’m waiting your tut–

Well. If we’re talking about creating iterations with meshsmooth or tesselate and then applying displacement modifiers then the renderer shoulden’t change anything since the object is what’s changed.

But when it comes to micropoly displacement the renderer uses the material to change the geometry. Here it’s important what renderer and what settings used… And I just can’t get mental ray to do the displacement whitout banding…

Since micropoly displacement is a lot faster and gives much better results I don’t understand why the tutorial in the practical guide uses Vray’s displacement when mental ray is included in max 6…

Well, maybe they used MAX 5.

I still stuck :frowning:

Not to rub salt in a very old wound, and I hope you’ve since resolved all your problems, but it seems to me you answered your own question.

I have recopiled some tips or comments in text files from other threads here in the forum:
hope this help

Andreseloy