ZBrushCentral

(Solved) Displacement and Arnold issue

Hello world !

I face an little issue concerning displacement map and arnold, I hope some of you could give me some clues and advices !

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As the picture shows, I would like to sculpt a mesh from Maya (UV already done). Then I imported the mesh into ZBrush, subdivide SMT option off, and sculpt on 5.7 Mil poly. Finally I rendered the displacement map with these options.

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Into Maya, I set all options for displaying the displacement correctly (actually working on other meshes of the scene (catclark, linear Uv distribution, etc…)), but for any reason I don’t get, this mesh don’t work at all. I checked my normals, checked my UV, my history, transformations, I cared about not smoothing any uv in the pipeline. But nothing to do. I don’t know why these round hole appears as if they were smoothed. Every other meshes worked like a charm, and not this one.

If you have any clues… thank you very much !

Have a good day !02.jpg

Hello !

Just would like to tell I’ve just found the solution, and wanted to share if some of you had the same issue.
That was a noob problem, and nothing matter from ZBrush ! u_u

In maya, when you set Subdivision type to Catclark to your mesh in order to help your render engine compute your displacement map, Catclark acts as if you press button 3 for smooth preview. Not exactly but somehow I guess… I just had to prepare more the base mesh with extra edges support so that I could preserve all the hard edges I want, and now… Catclark is just working well, interpreting your displacement map correctly !

See you.

So to make your disp map, you didn’t activate Adaptive/Smooth UV/3 Channels? Just wondering since I’m having “issues” getting a decent map for Maya, and have tried various settings combos. Also, you didn’t make a Normal map?