ok will give that a try - will post results.
I see differences already that I had not tried - testing will reply in a few.
Think I will get there with the two things I see different in your file:
- using cm as the unit was important
- using roughly 7 for my positive and -5 for my negative
tweaking settings and will post results in minute
The units shouldn’t matter.
If you use 7 for the Amount, you should always use minus half of that for Shift. that’s -3,5.
The Amount value is at your choice, the shift value should be calculated from that.
I was unable to get the 7/3.5 to work properly, but tweaked it some and got the result i am looking for that most closely matches the test ZBrush Tool.
I used 7 / -4.75 for my settings.
This obviously does not look like a real heart yet, but does match the test from ZBrush.
The only remaining issue now is that there are artifacts on the veins on the left/right sides. You can easily see them, but if you need me to circle them let me know.
Attachments
I will try a bit more experimenting on the ZB side as I think the issue now resides there since the Max side is fairly set now.
I am using the D32 map that was generated from ZB - the R32 map does not do anything at all.
Try to use the 16 bit map with the settings that I have in the screenshot from zbrush. You should get the same result as in zbrush if you use the minus half Shift value with the 16 bit map.
My guess is that those artefacts are caused by the UV seams. Try to uncheck SmoothUV when you generate the displacement map, also check Keep Continuity in the vray displacement modifier
I am going to reset the UV’s to AUV so there is no questions there to test it - I did not model this or set the default UV’s - it is an asset provided by the company that contracted me for this medical animation so I really can start from scratch with the UV’s since there are no textures yet that I am happy with.
Well, it looks like it is not going to work. Makes no sense that I would use the exact same map and get two different renders without changing a single setting - must be more corruption - will reboot my computer and then myself and start again /frustrated.
i don’t use vray but do use mentalray and have sorted out how to set up displacement rendering with 3dsmax and mental ray with max 2008
email me if you need to
cresshead AT yahoo.com
Post a separate thread here and/ or in troubleshooting.
In the title put Max, displacement map, vray.
sent you email just now.
havn’t got your email as yet…
still you maybe refering to someone else?
how i worked out displacements in max was from transfering info from this mudbox vid to zbrush.
http://www.mudboxhub.com/index.php?pageid=QuickStart%20(lot2)2
you can reach me at john at johndhosch . com since my email did not make it to you
I am having a number of issues from UV’s to displacement, etc.
I give myself a couple more hours and then I am removing ZB from the pipeline on this project - I am now a week behind and 2 days until test renders are all due - just stills of each asset, but still I have not moved past testing to actual asset work yet
the mudbox > vray video did definitely help - exploring settings now and will post results in a few
Got in touch with someone I know at a local game studio and am headed to meet him for some help … WOOOOOOTTTT!!!
excellent, let us now how you get on and share your results
Thanks to a bit of help from the great people at Pixologic and the information on that mudbox > vray video I am back on track.
The settings on this displacement are not where they need to be, but at least I am close enough to start tweaking and then I can move on to the diffuse and other parts of this project.
Attached is the image of the heart at an unfinished state, but a solid test for the displacement. I used the heart because of the bronchial - if I can get it to work properly with something that tiny it will have no problem with the rests of the anatomy.
Thanks so much for all the help everyone!
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Almost forgot to thank the guys at VRayMaterials.com for the nice test scene that I used. I like using that one for my base when testing.