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ZBrush to Max poor results Please Help

I’m using Max 8. I made sure to download Revision C of Displacment Exporter. I am following the online version of the ZPipeline guide for Max here:
http://www.zbrush.info/site/index.php/ZBrush_to_3ds_Max

I have many questions. First let me show you what's coming out. [img]http://static.flickr.com/83/228466789_aff2375ed1_o.jpg[/img] Above you see my test model divided several times and detailed in ZBrush with the projection master and then inflated. [img]http://static.flickr.com/97/229840709_1fca575feb_o.jpg[/img] Above, after many attempts you see one of the more satasfying results of rendering with displacement through Mental Ray in 3DS Max. What I am doing at this point is creating my dispacement map with MD2 using R32 and the DE-LBEK-EAEAEA-R32 quick code and Adaptive mode rather than displace sub pixel 2. I also have smooth uvs set on. I made no other adjustments. In Max I am importing the level 1 of my ZBrush model, converting the low poly mesh to an editable poly object and activating nurms subdivision and setting the iterations to 2. This seems to lessen the appearance of bands in the render. On advice I read in another thread I am setting my texture filtering to summed area rather than pyramidal, But I am not seeing how that affects the render one way or the other. In the above render I have added mapping with AUV tiles. The model was originally exported from max at the lowest polygon level. [Screenshot 1250 px wide](http://static.flickr.com/91/229840707_29234cfd3a_o.jpg) The really frustrating thing about this is that there seem to be a lot of settings and unexplained actions to understand about creating and using displacement maps from ZBrush. I would like to know more particularly about how the settings in Tool/Displace affect a map created using Displacement Exporter, and why when I set it to create a 32 bit map it also creates a 16 bit map.

This appears identical to, though larger than, the same dialog box screenshot in the ZBrush to Max pipeline guide.

I want to know why this looks different than it does when I am setting up to create a displacement map. I want to know why the alpha in the thumbnail is red here, and what the “Export Active Set” and “Export Current” buttons are available, and not grayed out as I always see them on my screen. Why is there a D32 button next to the R32 button on the top row? My screenshot for comparison. I seem to be following all directions exactly and yet there are differences. This wouldn’t concern me if everything was working as the guides said it should, but they don’t seem to be so I’m shifting into nit-picking mode.

From the Z pipeline guide:

For all 32-bit maps exported from ZBrush using Multi Displacement 2, the Extrusion Strength in Mental Ray will be the same; just set it to 220. However, if you didn’t go through MD2, you’ll still need to set the alpha gain based on the alpha depth factor from ZBrush
This is either wishful thinking or else something important was left out. My experience is that when extrusion strength is set much higher than 1 things can get ugly fast. A setting as high as 220 results in an explosion of polygon spikes.

I suppose this may be true in the test files they were using to write the guide, but they must have had some special scene file scale.

As far as I know 3DS Max defaults to generic units to describe the size of a scene, but when you type in a length like so: 12" you get an object 12 units long. So 1 generic unit = 1 inch. What base scale were they using? And how do I make sure that my scene scale in Max matches up with the scale of a displaced feature from ZBrush?

Another thing that bothers me at this step of the process is that we are using a shader component called “3D Displacement” And as we can see in the options shown in the tutorial screenshot this is opposed to “Height Map Displacement” Why then does the resulting displacement not seem to deform the surface in 3D, but in the direction of the surface normals only?

What I was expecting here was for the high bit depth displacement map to act something like a normal map, with colors that gave direction information and an alpha channel that specified magnitude, but it neither looks like a normal map nor displaces in 3D.

What is the direction map slot for? I tried putting the 16 bit map in that slot and using a direction strength value of 1, then 10 then 100, and it didn’t seem to help, so I swapped the maps and tried them again. I didn’t see how that helped me so I went on to try other things. Does ZBrush have any features that would help someone take advantage of that map slot?

More about where I am:

My screenshot showing all settings and the render when using displace subpixel 2, with Mental Ray and mapping coordinates created in max. (symmetrical) A strange folding artefact visible in the lower right of the render.

My screenshot showing all settings and the render when using the displace modifier to render in the scanline renderer. Exact same mapping as in the screenshot above but major artefact visible down the center of the object. inexplicable.

Some of the render times are visible in the screenshots, Don’t read too much into them though, my machine is quite old.

Any information that can help me improve my results would be greatly appreciated. There are enough little settings that I can hope for someone to tell me about something little that I’m missing. Right now though displacement mapping is starting to look like a bit of a kludge when compared with normal mapping.

Images hosted by Flickr.

Well, I dont know about all of the problems you are having but I had some similar ones recently. I too was following the Max Zpipeline guide and I found everything to be very instructional and helpful but for one thing which you mentioned already…the 220 extrusion strength. My machine would constantly crash at this level. I had read somewhere that the number should be 2.2 (not sure why or where…2.2 was just stuck in my head) and since this was just a decimal shift of 220, I gave it a shot. Well, that pretty much fixed all of my Max based rendering issues. So, I say give 2.2 a shot…and remember to not only set it in the materials displacement but also in the renderer under max displace level. Hopefully this fixes most of your problems…:slight_smile:

Thanks, I’ll give it a try. I hadn’t really seen any reason the change the value in the Mental Ray Renderer panel before. I’ll let you know how it goes.

Hello friends,I cant understand how to apply this displacement in max. I am very good modeler in ZBrus with details and other textures too but I am feeling bad because I am trying 1 year to understand how works the displacement in max please i need your help. My english is not totally good but I can make a great effort to understand you. I have a question, exist a better tutorial that explain this process. The idea is watch exatly the model in max than in ZBrush with all texture because I have been watching that in other models or please explain me step by step I will be very thansfull with you

Thanks

fixed

I got everything working fine with Displacement maps, ZBrush 3.1 and max 9 using -E-'s thread.

Thanks for the help!

iv just finished my model and need to export to max, im reading this thread and at the bottom you say you got everything working with the use of -E-'s thread, is it possible you could re post this thread as i cant find it anywhere.

http://www.zbrushcentral.com/zbc/showthread.php?t=51810

thanks very much, seems to work fine, just need to fiddle around with settings a little, makes my face look a little plump at the mo. just one last question if thats ok, hen i go to apply my texture in max it seems to show massive seems which just arnt their in zbrush, and it also has a high self illumination, is their a special way to apply textures, at the mo i just export the one used in zbrush then goto material editor and select it in difuse

The texture could be getting a double dose of light.
Also if you click new texture in the texture bar at the top, then when you are doing the UV’s click Fix Seam and the seams will all be stitched together.

Right now I cant export textures, I’m still working on getting the bump/normal maps working, textures are my next step. I will let you know when I get there.

thanks a lot 8, i really need to get this into max, cheers for help

If you want to displace using material editor instead of a modifier you can.

This method supports ZBrush 3.1 to Max 9 using mental ray renderer or final gather. I suppose it will work with Vray but have not tried it yet.

Here is the link.

http://www.zbrush.info/zbrush2_wiki/index.php/ZBrush_to_3ds_Max

If you are doing the model in ZBrush and not in Max you may start at step 4 and this tutorial will still work for displacement maps.

Two things, one if you have ZBrush 3.0 and not 3.1 this will probably not work for you and two you must set the strength setting (in material rollout) and the max displacement setting on the render rollout to different amounts depending on the displacement you want.
It seems to change but I used a setting of 30-40 on both those at it works great.

Thanks
MB