ZBrushCentral

Questions about: Rendering ZBrush Displacement-Maps In External Renderers

@MINg120: seeing your image i guess you’ve subbed 0.5 and resaved the texturemap. that’s why your image looks not right cause you only have pos. displacement cause all the neg. values felt below zero and weren’t saved in your texturemap. at least that’s what bugged me first and made my images look quite identical to yours.

To Flo:
Could you tell me how all the neg. values make correct and saved in my texturemap?

Hi there. i just ran into a problem rendering displacement after i thought i had it nailed in Vray. i was trying out Skycastles skin technique in which he inflates the surface to create fine cracks. however this causes parts of the mesh to crossover. the effect is very good and it would be great to be able to apply it as a displacement map in another app. after trying this using the settings that worked perfectly for pixolators model without success. i thought i’d test the water here for ideas on transfering the effect as a map. I presume the problem relates to the sideways motion of the vertices as they were inflated and i’m thinking perhaps working with a higher rez cage with some of the detail already in it might help. any ideas on the matter would be good. i was also thinking you might be able to create 2 disp maps. 1 from the low rez cage to mid rez and 1 from mid rez to high. for those familiar with VRay…could you not just apply the vray displace modifier twice with the different maps in each one? anyway i will keep experimenting to see if there are ways to do it.

if someone has already answered this problem. could you direct me to the post. Cheers :slight_smile:

@MINg120: the easiest way is to use oliviers normal_displace shader or write your own shader (cause the midpoint in this image is 0.5 you have to multiply the values from this map with 2 and subtract 1 and maybe add an displacement multiplier) and use the map supplied by pixolator.

Everything works fine in xsi 3.5.1
I have problems in version 4.0 tho.

The displacement map does not work at all… same setup same everything. Something changed in new Mental Ray ?

Post your findings for XSI 4.0 thank you

Hey Rray,
What were the render times you had using this method? I’m getting about 2 minutes using the setup you’ve outlined. THis is with 1 spot and no shadows. ALso, no dirtmap. Are you getting similar results?

About using Blender’s displacement:
I was able to get this partially working. To get the effect visible, I increased the Disp texture slider up to the maximum, increased the Subdiv level to three or four, and fiddled around with the texture’s brightness and contrast. This gets the effect visible, but not strong enough. I can’t find any way to increase the strength of the effect more than I already have. Unfortunatly, the Blender-to-Yafray render option does not yet (as of 2.33) export the displacement map.

So, has anyone else had any luck making it work properly? :slight_smile:

I’m trying to the tutrial on Maya5.
but I can’t find Where is
1)“render as subdivision surface” in shape node.
2)“ilrDisplace”
3)Displacement options
“Flip texture”
“Displacement offset”
“Displacement scale”

I’m using Lambert as shader.

  1. Generate the displacement map correctly.

    :large_orange_diamond: How was the Head TestModel Displacement Map Created…?
    Adaptive or DPSubPix 4…?
    The Reason I ask
    When i import my models into Maya they are kinda small (compared to the Head Test)

How to get Models created in ZBrush Exported out at a larger size , for use in Maya…?
If i change the Init ZBrush>import/export scale > Unify Scale to 12
Will I also need to change Tool>import/export>Scale to 12…? (default 1) http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=4&t=001662

The TOOL Export settings i have set scale to 12, and my ZB model did import into Maya much lager, but will that generate the wrong scale for the Dispplacement Map?

Every Thing i import into Maya from ZB2 seems Bloated. I think i may not have high enough Geometry to get proper Displacement.
I will post some pictures of “Bloaty” my Fish test model…It’s kinda funny looking, but this ZB to Maya Displacement thing is geting very frustrating.

Thanks!

Bloaty the Mental Ray Rendered Fish thing

…and some more failed ZB2 to Maya Displacement Fish test


Hey, I was wondering if any one can help me.
I’ve been trying to get the displacement to render properly in both mental ray and vray in max6. I’ve been reading through the posts of both threads and experimenting with values (mainly for vray) suggested in said threads.

this is pretty much what always happens

so seeing as this spacing occurs in both mental ray and vray im going to assume its not something to do with either of them but something im not doing else where. I downloaded some .obj importer for max 6 from somewhere and this imports both the head and the sword in extremely small sizes…what importer do the rest of the max users use?

any help would be appreciated.

Nathaniel

To Kael: One thing to try is adding a mesh smooth modifier to the model (which I always convert to editable poly). The export/import settings I’ve found to be highly succesful can be found here. For the Vray displacement modifier values, you should use a negative shift value half of the dispalcement value. So if for example you use a displacement value of 14, you would enter -7 for the shift. This is because the map from ZB uses a 50% grey as no displacement. If you don’t want to use shift (can be buggy I hear, never had any trouble here though), then you could try setting the RGB offset for the map (which you should have loaded into the material editor for control over it and instanced to the modifier, right?) to -0.5, though it has also been suggested that setting the black point of the color map to -1 is actually better.

Thanks Zeddicus for your reply.

I finally got it working after i posted.
thanks again

Nathaniel

I’m attempting this in 3dsmax 4.25 with the standard displace modifier with luminance center at 0.5 and strength=17 as suggested by julien. I’ve also converted the mesh into an editable poly and added 2 levels of further subdivision. I can’t seem to get the map to situate properly on the mesh. My only experience with displacement before this is to simulate terrain on a plane and it has worked fine. Do I need to switch the map from planar to spherical because the mesh is a head? Or is a matter of rotating or scaling the map?

tumbleweed: Have you flipped the map vertically? You can do this in Photoshop, or simply set the maps vertical tiling to -1.0 in the material editor. Could you post a picture of your render? That might help us a bit more in helping you.

Here is a cropped screenshot of the problem

Try checking the “Use Existing Mapping” option for the modifier.

Thankyou very much, that did the trick! Now it’s just a matter of tweaking strength and luminance!

What am i doing wrong with XSI? I can’t even get the displacement to register, it just renders the subdivided object. I’ve tried the render tree setup like in the practical guide and the one posted here and it just doesn’t work. If i connect the image to the surface channel i can see the displacement map so i know it’s being applied, it’s just not actually doing anything. What am i missing?

Anyone with XSI maybe post their scene so I can look at the actual render tree setup? Still new to XSI and haven’t really gotten it figured out yet.

I thought i’d post this incase anyone is as stupid as me and makes the same mistake and since i haven’t seen it articulated i’d thought id just say it for the forum search engine.

if anyone has the same problem as i did (in max 6.0) with the polygons seeming to float apart and come adrift as in the pic above the answer lies in the meshsmooth…make sure in the surface parameters smooth result is on. If it is not i always get the drift problem.

most people seem to know this but there is always someone else with the same problem.

Nathaniel

How do I know whether C4D is reading the displacement image as 8bit?
Thanks

Pixolator,

can you post your exact procedure for exporting those displacement maps, I cannot as of yet, followed the practical guide procedure 10 times, produce any readable displacments in cinema like what you did with the sword and head object.

I have no idea of what to do.