Hey ZBC,
I thought it might be a good idea to open a thread regarding the correct settings for ZB Tangent Vector Displacement in Mental Ray for 3DS Max and Maya (or any other app that uses this engine). I’m assuming by this stage that eveyone has consulted the diagnostic chart render for the right “flip and switch” values (#11 in my case).
While I had initial success with Tangent Vector Displacement in Mental Ray I am having trouble recreating an accurate effect.
If anyone can share their knowledge there are a few things I would like to clear up.
-Beginning in ZBrush, what kind of results have people had with using automatic UV’s such as AUV tiles as opposed to the maps generated in UV Master or from other 3D apps? So far I know that they do “work” but the rendered effect is not ideal.
-If I understand correctly, not only do VDM’s give a more accurate result (undercuts etc) but you also no longer need a very high res map to get great detail. Has anyone noticed a big difference between a render from a 1k map and an 8k map?
-The next step, setting up your VDM in Max or Maya. The first thing I did when I got my hands on Z4R3 was test the MR “SSS Fast Skin + Displacement” shader in Max. And it does work pretty well, especially when you set it up properly with multiple maps for the skin layers. I have also tried setting up the VDM in a standard shader’s displacement slot so I know it works there too.
-The details of how you configure the map here is important. Firstly, how different practically are VDM’s from regular height maps? Previously we had to set the RGB offset to -0.5 and the Blur to 0.001. Is this still necessary? If you are using 32bit displacement maps the mid-value is irrelevant so this should still be the case here (leave it at 1).
-The next step is configuring Mental Ray. Is it better to have each object with it’s own displacement settings or to use global settings? I suppose it would depend largely on the project but I thought I would mention it anyway.
-Down to the actual settings. I have found that like height maps, VDM’s should have the “edge length” set to no more than 1 for production to get an accurate effect. In Max, “Max. Displace” defaults to 20 but I have had errors at render time that my displacement was being “clipped” so I suppose this value is relative to your map. Also, there is the “Smoothing” option. This may be relative to whether you have set your VDM to SUV back in ZBrush, but i’m not sure. I suppose the “Max. Subdiv.”
setting in MR serves pretty much the same function as with a height map.
So without making this post unbearably long, I just wanted to gather some information from 3D artists and technicians on the subject. Vector displacement is now the standard for reproducing your brilliant work from ZBrush in other 3D apps for animation and rendering and we really should know how to do it right.
If you have any tips, tricks or insight into successfully fitting ZBrush VDM’s into your workflow please speak up and share your knowledge.
Thanks in advance for any contribution to this thread. I know that many in the community will appreciate it!







