ZBrushCentral

multi displacement 3 issue

Hi ,
Currently,again! on my human body. I’m trying to create my displacement map with zbrush, to contunue my work in max. Here’s my setting
tool/displacement:

sdiv:1
adaptive= off
dpres 1024
smooth =off

zplugin multidisp 3:
udim=0
ini.file index 1001
max mapsize 2048
border 8

And in options i took the r32 de-lbek eaeaea-r32
it’s for vray.

and…here’s what it did as a disp. maptestdispl2.jpg

Am i doing something wrong?
My uv were done in max, with no overlaping
please help me!
Thanks!

This is a 32-bit map. Photoshop cannot display a 32-bit map accurately. That doesn’t mean that there’s anything wrong with the map. You simply need to apply it in a rendering engine that supports 32-bit maps.

The bottom line is that if you have a 32-bit map, you won’t be able to open it in Photoshop to see what it looks like. You have to take it directly to your rendering engine. If you open it in Photoshop and save it out, it WILL be messed up.

ok, i see, i will work on it now and get back to you!

As always, thanks for your help!

well, i loaded my map in max,(after i’ve redone my disp. in zbrush)and it gave me the same result…and my mesh is all mess up…I really don’t know what i’m doing wrong, i’m following all the steps.

The only things i’ve done in zbrush is added some definitions on the muscles and details on hairs.

i don’t know what to do next! any help?

Thanks

could it be because i re-imported my original obj. from max, to make sure that my displacement map is base on my original obj and not the first div. of my detailed obj? are you following me? :slight_smile:

Can you give a screenshot etc to illustrate your problem?

Mesh explosion can be caused by a lot of things from alpha bias to unflipped map (though unlikely with your DEcode) to UV renumbering (quite possibly a culprit on max9).

messup.jpg here’s a screenshot from vray 1.5! …

the thing i don’t understand also, is that i thought that a displacement map was a grayscale kind of map, and not that black and white…I don’t see any details i’ve done in zbrush on it.

thanks for your time !!

ok…i tried it without changing to my original mesh,(as i said earlier) and just used my subdiv1 model and it gave me good results…and my displacement map was all grayscale…hmm… So why did it gave me soem kind of weird result with my original mesh object…?

ok…I didn’t resolve my issue from above, as of using my original mesh to create my displacement map, but using my modified mesh from zbrush (subdiv1) it worked…but i have another issue!

Earlier last week, when i imported my mesh from max to zbrush for the first time, i was having some unwelded vertex resulting in some gap in my mesh once in zbrush. When i resolved my welding problem in max, everything was fine back in zbrush. But…Now it kind of came back in max when i render!

Any ideas how i could correct that?

Thanks again guys…really appreciate all the help you give me in becoming a good zbrush user!

Attachments

gapissue.jpg

Still trying to figure out my problem… i tried to render my mesh without the displacement map, and just the exported zbrush obj. and everything’s fine.So the problem comes from my displacement map. It’s as if some polys were deleted on rendering…

Have you tried flipping the displacement map vertically?

As for the shading of your map, you’re not really understanding what 32-bit maps are. They have a LOT more data than can be distinguished by the naked eye. They also include additional data to tell your rendering engine how strongly to apply the map. All of this additional data makes the map look totally wrong to your eyes if you open it in an image editor. Don’t even bother. Just rest assured that the map does have the data that your rendering engine needs for accurate results.

There’s nothing wrong with your map. The problem lies in your settings or in something as simple as flipping the map.

Thanks Aurick!

Do you mean flipping my map in zbrush? If so how do i do it?
Again sorry for the newbie questions…but, i’ll get better!

thanks again

I did it with multi displ. 3…i don’t know how to import it in zbrush to flipp it…tried apha /import…It says unable to open…

ok…i manage to flipp the map, what i did is i created a new displacement map using the displ. in the tool menu. Then i was able to view it as alpha in the alpha menu. Then i flipped, and opened dexporter and saved it
Once back in max, i had a bit worse result…So it doesn’t seems to be the flipping…

I really don’t know what to do!
Please! :slight_smile:

Hmmm… that screenshot is pretty bad.
How’s it suppose to look over at zb?

Dispmap is greyscale. It is usually in RGB space though.

Perhaps you’re experiencing UV renumbering problem. Can you try exporting your lowest level mesh out of ZB into max, then export it out of max, and reimport the lowest level mesh into ZB and see if it blows up? If it does, it would explain your Post#9
You should then check out some max user tips on fixing exploding mesh in this forum. It is a problem (glitch or something) with max obj exporter. I don’t use max so I can’t help any further if this is the case.

For Post#10, the welded mesh shouldn’t reappear. Perhaps you’re using wrong version of your mesh?

For Post#15, this is 16 bit map. It is supposed to look worse than 32bit maps. (if it renders correctly)