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Questions and Troubleshooting for Displacement Exporter

Hello,

I am getting artifacts in displacement maps created with DE3.

I am following Scott Spencer’s tutorial and settings for R32 maps.
The base mesh was created and uv’d in Maya and rendered using Mental Ray.

When the maps are generated without uv smoothing I get faceted effect.
When I use uv smoothing I get errors in the exported maps.

I have scoured the posts and tried every possible permutation I can think of.

All suggestions are welcome.

The model is zbrush at level 5
[AEN_ZB_ov19_v1.jpg]AEN_disp_map_v2.jpg

Attachments

AEN_disp_v1.jpg

AEN_disp_map_v1.jpg

AEN_disp_v2.jpg

wOOt!

I figured it out.:idea:

After isolating the artifact to the uv layout for the ears, I imported a mesh with the ears auto-mapped (in Maya).
I suspected the “star” at the center of the ear. Cutting the uv’s and unfolding the constricted uv’s gave me clean maps with uv smooth.

I can only conjecture that the subdivisions were causing a uv condition that jacked the maps.

Hope this helps the next poor soul.

hanko

[QUOTE=hankomatic]Hello,

I am getting artifacts in displacement maps created with DE3. I am following Scott Spencer's tutorial and settings for R32 maps. The base mesh was created and uv'd in Maya and rendered using Mental Ray. When the maps are generated without uv smoothing I get faceted effect. When I use uv smoothing I get errors in the exported maps. I have scoured the posts and tried every possible permutation I can think of. All suggestions are welcome.

hello guys.since this thread is about UV’s I have a problem I like to ask.I have created a model in 3ds max and I export it in zbrush without fixing its uvs first in 3ds max.Now I want to know how can i create the normal maps so I can use it in 3ds max?!!by the way it was my first time using zbrush.

Attachments

zbrush.jpg

Does anybody know why I’m getting this error?

I downloaded the latest DispExporter RevD for Mac and dropped the DispExporterData and DispExporter.zsc into my ZPlugs folder. Am I trying to use a wrong version?

I’m running ZBrush 3.2 on Mac…

Picture 1.jpg

Attachments

Picture 2.jpg

Displacement Exporter is a PC plugin. There is no Mac version. With 3.2, the export of 32-bit displacement maps is built into the program rather than requiring a plugin.

Hi,

Still the DP map with seams…I have been following the threads bout DP seams and done all the steps to solve it but still the issue remain. I have:

-export DP maps using Multi Displacement 3 with DE-Lbek-EAEAEA-R32
-change preference>rendering to Use maya style alpha detection
-set MR approximation
-executed the mel script provided by Scott Spencer (bought the zbrush book)
-unchecked the “feature displacement” in attribute editor
-with all maps’s Alpha as Luminanace checked
-normal all facing outward
Using Zbrush 3.1 and maya 2009 on XP. And there is an eror message. Attached the image below.

seams.jpg
Pls help!

freeant,

Are you restoring your base mesh before creating the displacement? If you did not then that may be what is causing the problem.

By restoring you mean using lvl 1 to export DP maps and exporting the lvl 1 mesh from Z to maya and use it for the DP map? Then yes.
I even tried using the morph targeted mesh to create the DP and using the morph targeted mesh in Maya for displacement plug. B4 I subdivide, I morph targeted the mesh.

This is what I have done:

1)import .obj to Z.
2)polygroup the tool and split group into subtools. Total 5 subtools.
3)subdivide subtools to lvl 5.
4)sculpt details.
5)select individual subtool n export its DP map using Multi Displacement 3
6)export the base mesh from Z and use it in Maya. My maya model has 4 uv regions for the DP maps purposes.
7)set all the steps for DP maps as mentioned in earlier post.

Could the seams caused by step (3), subtool-ing the model? and divide? I tested it by using Subtool Master to merge all subtools into single tool, export to Maya, plug DP maps, but seam still remain.
subtools.jpg

Hi!
Maybe I’m just stupid but I can’t find the DExporter in the new zBrush 3.5r2 version. Am I missing something?

Thanks!

I’m using Z 3.1 , the DE 3 is under Zplug>Export Option. Well, that is 3.1, guess it will b located at the same spot in 3.5 too, no?

Hmm… nothing there… I had a look at my 3.1 install, and found it there, but I guess I cant just load that into 3.5. I’ll try anyway :smiley:

I am using the displacement to change the silhouette of my character and using a separate bump map for the wrinkles and pores of my character. I have got the displacement working great but when i attach a bump map to the bump node it doesn’t come through correctly in maya.It looks like its kinda under the displacement map. is there anything i need to be aware of to get it working. Cheers

Nope… Didn’t work. And I can’t really find a substitute in 3.5 R3.
There’s just this create displacement but not the settings from the DExporter. Anywhere else I might look?

@ Goobatastic: This sounds more like a problem in Maya, I guess… Have you tried layered shaders, yet?

There is no DE plugin for 3.5. You have to use the Displacement Map options under the Tool palette.

Richard

Yes, I already feared that it might be that way. Well, I’ll get used to it :smiley: