ZBrushCentral

Triangles cause displacement problems ?

Hi all

Does displacement hated triangles so much ?
I’m not sure if there is something wrong with my data … or displacement can’t handle tris ?

here’s an image …

test - imported a obj low cage, subD, add detail, create dis map, export,
clear scene, import low cage again, subD, apply the map back to test.
top image - low cage. with triangles
mid image - loaded dis map, not yet apply. can already c some problems …
at the areas with tris.
bot image - applied dis map to object. yeah problem.

Upload03.jpg

any advises ? :stuck_out_tongue: :+1:

If there is no way out …
meaning i have to make it quad …
then it will be tough … coz it’s quite hard to make an organic model like a horse all quad … it will be heavy
:cry:

hmm come to think of it … it wont be that heavy actualli …
there’s ways to make quad …
accept it requires more work n time …

meanwhile i’m making it quad …

hehe but i do hope someone can tell me if there’s no way around it …
(have to take out triangle for displacement to work fine)

you can save yourself a step perhaps when importing by using the polymesh tool (star shaped one) and then going to tools:import menu and selecting tris2quad then import the model.

Ah ! never used that before
thanks !:slight_smile:

arg i got new problems here …

attached pic :
1st pic - part of the whole dis map. zoomed in to the area i wanna show
2nd pic - low poly cage. all quad
3rd pic - 3rd pic. before i apply dis map. just entered the value.
4th pic - after i apply the dis map.

notice the lines ?
i tried n tried … no good results … can’t sovle.
btw. for ur into - white texture 10241024, dis map10241024, uvs are roughly layout. no overlappings. normals all facing correct. one object. when i created the map, adaptive and ‘mode’ are turn on. all these testing. was use using both xsi (for the exporting of obj from old SI database) and zbrush of course.

hmmmm… sigh …
:wink: help help …
Upload04.jpg

since you said the uv’s are roughly laid out, will assume ya did em in xsi.

while in zbrush go to tools:textures and hit the check uv’s button and see if any red shows up in the resulting texture. if yes, you have overlapping uv’s. which may or may not be the cause here…i haven’t really had time to experiment like I would like with the DP’s.

if that’s not it…a search on displacement map problems in this forum will turn up a load of info. in fact the related links at the bottom of this page probably has some good links to start with.

hope something there helps ya.

The simplest way will be to simply generate the displacement map for level 2 instead of 1. Level 2 and above are always 100% quads.

You will probably want to activate Tool>Geometry>Cage before creating the map, since there is no way for a morph target to restore the geometry here and you can’t re-import the model either.

Hey thanks :slight_smile:

i’ve check the uvs again in zbrush. it’s fine.
as for the way u suggusted … i’ll try that out now …

i hope i can quickly test it …
i’m also corrently learning xsi too
arg it’s so difficult to learn 2 softwares at the same time,
for such a non-technical person like me.
but it’s fun :slight_smile:

i’ll be back later …