ZBrushCentral

Displacement map not rendering

Hi all. After my confusion this morning, I have proved myself right. The only displacement going on in my renders was by the approximation node in maya and not from the displacement map. I dont know what im missing. Ive followed all the advice I’ve been given, gone over the instructions again…

…used AUVTiles in the tool>texture menu
…I created the map at the models lowest subdivision level.
…Created the map using mulit displacement 3. Set all the settings, 3 channels, no smooth e.t.c
…In maya I have set up the approximation editor. Using the parametric setting have tried 2, 3 , and 4 Nsubdivisions.
…I converted the map to a .map file format.??

any suggestions?

brilliant!!brilliant.jpg

Well, I think I found the problem. This is a picture of my ‘displacement map’ from photoshop. I dont undertsand why it has come out like this?? anyone?? Im sure I AUVTiled the model prior to generating the map

The GUV tiles map is ok, that’s how they should look.

Make sure your texture is not reversed upside down (maya tends to use the textures that way), in the “Place2dTexture” node in the attribute editor.

Also check your displacement’s settings (in the attribute editor, selecting the materials shading group) that your image’s alpha offset is the negative half of the alpha gain (If alpha gain = 1, Alpha offset should be -0.5)

Thankyou for your reply ISK. What was happening was in the multi displacement 3 plug-in I actually had two map formats checked, so it seems zbrush was some how interlacing them together when it was creating the deplacement maps. Ive just been learning about the difference between 16 and 32 bit floating point maps (kind of), and I still had the R16/D16(?) option checked to on, when I was creating the D32 map. When I went back and in and unchecked the 16 bit map, I got the result I was looking for!:slight_smile: