@grassynoel : will your friend make his script vor vray public?
could be a great help.
I had a lot of headache and had this result with Max displace native modifier.
I followed the instructions to use VRay displacement Mod but , no matter
seting all the sugested amount Shift values.THE RESULT IS A MESSED UP
MESH OR A BLACK SCREEN.
I tested with other files and Vray worked fine for displacement.I am probably doing something wrong.Can someone help or share a successful Vray
displacement Max 6 file with me?
:evil: Ok!All right .Nobody out there hummm.
:qu: Well, this time I am really in trouble.
I exported thousands of Alpha test maps and could not get a single decent displacement in Vray , or with displace modifier.They have all kinds of weird
results.I am thinking already , it is not simple to use displacement maps, and
well if I export the subdivided model the heavy file will crash or freeze my system.
When I finnally got what should really be easier to get, There is a curious
artifact , that the original Zbrush model does not show.See picture above.
Please Pixolator , have pity and help I am strugling for weeks now!
Yes I researched a lot and tried everything before writing.
How can I edit this thing out of my displacement map?
Luiz Mihich
It looks like the high displacement values have been clipped. You may be able to prevent this clipping by readjusting your import or displacement modifiers in Max. If you’ve taken the map through a 2D image editing application, that software may also have readjusted the displacement values which in turn resulted in this clipping.
I never have these level value…
5 and -1…
In my setup allways, the negative value is the half of positive value.
Thank you Aurick, for the quick reply.
As a matter of fact , I imported 2 versions of displacement maps .
One of them was exactly what ZBrush created and exported as alpha
displacement , but the other was a heavily contrasted one that I retouched
on a very obsolete Photoshop 4.0 light version ,( I altered the levels of the
image), but this is the map you see above and the displacement , at least
happenned, I had similar result with Max displace modifier.
I am aware tht I shall use always half negative shift values,so I was
surprised to see -1 worked much better than -2,5 for instance, but the
mesh shrinked rather than deformed with the last value apllied.
I also played with output values inside material editor .Something is really
wrong,and if it is not asking too much could you give me step by step
advices from exporting displacement maps to Max until render the instance map already inside Max 6.0 interface ?:o
have you considering that little video demonstration ?
look at below on this thread, the first link don’t work
I watched once , long ago but it is worth taking another look , and
read all the threads.I exported my model as .obj usingguv tiles , but maybe I should try with other kind of zbrush coordinates , I used group and not merge option too.
I did not edit my alpha displacement map on Zbrush.
Many details can be responsible for the clipping .
… pleaz guys post some DIRECT LINX to this exporting plugins …
… i loose a lot of time to read some uselezz posts :mad: …
max6 cant import also .dxf stuff from zbush … ( amazing )
i`m new in zbrush but if you got time 2 luz => http://www.deviantart.com/view/11636264/ <=
regardz-z-z :mad:
http://www.habware.at/ contains the OBJ2Max and Max2OBJ plugins needed for versions 3.x,4.x,5.x and 6.x of 3D Studio Max.
Hi all!
I continue this thread to bring some new information I found on a discreet forum.
It’s about the banding issue that a lot of people (including me) had when trying to render a diplacement map with 3dsmax 6/7 and mental ray.
So here’s the solution,you just have to change the Blur offset from 0.0 to 0.001 in the map settings of your displacement map and the banding goes away!!! That’s it
To show you the result with some renders :
before
[]
voila!
I hope it helps some of you!
Alex
i think to leave ZBrush
both formats .dxf and .obj are useless … no way to import something in max 6
DXF imports natively, but is not a very robust format. You want OBJ. Search google for the free “Habware” plugin to import into Max 6.
Of course, if you’re willing to give up on ZBrush without so much as asking how other Max users have solved the same problem, it was never a priority to begin with. Move on, and enjoy your life.
test only
I couldn’t get rid of the stepping #@#$.
Then I started with a new model in Zbrush. Created a displacement map. Imported the mesh into max, applied the displace mod with texture. Hey Presto no banding.
I’ll get to the point. I was doing something dumb in Zbrush. After creating displacement map I was hitting Make Tx from Alpha and exporting the displacement map from Texture drop down. This made my texture 8-bit instead of 16-bit. DO NOT DO THIS. Export directly from Alpha menu as 16-bit.
For anybody as dduuuhhhh as me this might help. Maybe I should have read the tutorial first.
Maybe download wings (its free). Take your Zbrush model into wings and export it from wings as 3ds.
I haven’t tried it and I figure you will be annoyed at me if it doesn’t work.
i try silo ? or
modo ? … not so sure … they can read zbr2 .obj files
dxf ( drawing exchange format ) is stuff of autodesk , but no one of their softs cant import .dxf from zbr2 … and problem is not in autodesk …
thanx for support
Can anyone point me to a good step by step tutorial for zbrush -> Mentalray displacement? I’ve already figured out the regular meshsmooth+displace modifier method, but it’s too slow and my computer keeps running out of memory, causing Max to crash. I’ve got the displacement in a mentalray material, but I cant get the orientation right at all. Help?
where i can download those plug-ins , i try to combine Zbrush with 3DstudioMAX 6 but result was disgusting … so i wanna try on 7th version
hi guys!
So. i’m in trouble with displacement map.
I started my model with zsphere. After I tranformed that to polymesh, I exported that to 3d Max . Then, after some tweaks, I exported the final model to Zbrush to start high detailing. The first picture, shows the final model in zbrush.
I down to subdiv 1, and exported the lowpoly and bring that to Max. Everything ok until here.
I exported the texture and flip the “V” with -1 value in max, and, everithing ok. The texture fit fine!
So on, i created the displacement map, exported that as tif, psd or even bmp, but, when I put the vrayDisplacementmod, I have a lot of problems. You can see that in the picture below.
I tried to apply the AUV, GUV, and others to export the displace map, but nothing seems to work.I already read a lot of methods to do that, but I dont know what else could i do…
I’m getting frustrated about that. Can anyone please, give me some idea?
Thanks!