ZBrushCentral

Displacement Settings for Vray(C4D)

Just wondering if anyone can shed light on this problem. I accept that this may be an issue with the relatively new Vray for C4D bridge. But just in case it’s not, here’s what I’m struggling with.

I’ve created a 32bit greyscale displacement map from Zbrush. The tool is a 2k poly mesh, divided up to 2m polys. I’ve used adaptive uv tiles. I’ve created the displacement map using the multi-displacement plugin. Zmapper isn’t really an option now since I’m working on a Mac in Fusion. The map’s size is 4096x4096. The multidisplacement shortcut is DE-JCGK-EACADA-4D_D32.

The displacement in Vray looks great aside from obvious polygon edges showing up. These are clearly the same lines as the original mesh. So my guess is that VRAY displacement is seeing the edges of the uv tiles and including them in the displacement.

I’ve looked at some earlier threads here that refer to displacement maps used with Vray in 3ds Max. I thought there may be some connection between my problem and the one some people with Max were having. But I can’t seem to make their solutions work on my end.

Could anyone offer a suggestion?

Many thanks,

W

The first thing I’d do is check to make sure that there’s no texture filtering going on. For example, texture antialiasing can pull data in from outside the UV seams. Mip-mapping is another bad one.

Thanks Aurick, I’ve run through all the texture filtering options in the system and of course tried it with none. This doesn’t seem to change things.

EDIT: by the way, I don’t have this problem with the same map in Cinema 4d’s native renderer. But I’d rather render this is Vray.
W

Hi Kokosing, im having the same problem with UVs showing up in displacement. Just wanted to ask have you found any solution??

thanks in advance!!!