ZBrushCentral

Help with "jagged" displacement results, have tried many options!

Hello and BIG thanks to all who can help, I have looked all over the zforums, google, etc, but all the fixes/advice I tried has not solved this issue- help is VERY much appreciated!!

Essentially, I have been attempting to create what is basically a big “ottomon” cushion, with “tufted” buttons. I built the basic mesh in max, exported to zbrush, painted in seams and wrinkles, then exported the lowest subdiv back to max, along with a displacement map-

for the disp map, I followed this tutorial word for word:http://www.zbrushcentral.com/zbc/showthread.php?t=61434&highlight=displacement+vray

Once in max, I continue following that tutorial, nothing too special. However, every time I render I get ugly jaggies in the result. I originally suspected lack of geometry as the problem, but have since tried it as a 1.5million poly model in max, with no better luck (versus previously 395,000 poly).

I will GLADLY provide the file/any info that might be helpful to figure the prob out, at this point I am stumped- I have tried massive poly, 4096x4096 16 or 32 bit maps, different amounts of blur (only muddies it), different AA filters, etc, but no luck :frowning:

Thank you again, please see pic for an example of what I am getting…
:slight_smile:

Attachments

jaggy.jpg

That tutorial misses a key point: Before you press GUVTiles you should assign a blank texture to the model that is the size of the map that you will ultimately export. Otherwise, the mapping will be calculated based on a 1024 texture size – which is perfect for a 1024 map, but wrong for a 2048 or 4096 map.

Also, in your rendering engine make sure that you don’t have any texture filtering active on the displacement map. MIP-mapping or texture antialiasing will blur the edges of the UV’s, which results in problems like you show.

Another possibility is that your rendering engine may be registering the 0,0 point slightly differently. If so, then adjusting the texture fractionally in the U and/or V direction would resolve the problem.