ZBrushCentral

Zbrush3 and Vray displacement

Hi all!

I´m trying to use a displacement file generated in Zbrush3 (adaptative 1024x1024 and V fliped) with the Vray 1.5 RC3 displacement modifier in 3d Studio Max. (And yes, there is a Turbosmooth modifier with 4 render iterations after Vray displacement modifier)

My problem is I don´t know how to match the values of the displacement map generated by Zbrush with the Vray ones; I don´t know the right values for ammount or shift so I´m getting extrange results all the time.

Any help would me much apreciated. Thanks in advance.

ditto…i have the same problem

i was hving quite a lot of trouble with vray 1.5 rc3, rc5 onwards it’s its really much better.
also the modifierstack should be editable poly + turbo/meshsmooth(1 or 2 iteration will do) + vraydisplmod.
i haven’t been able to get results which are 100% same as in zbrush, but close it yes. guess that’s about it.

Projectile

Care to share your settings?

Having problems understanding the relationship between the Amount and the Shift in the VrayDisplacementMod.

Also, have you tried to use your displacement map at the material level? I’m playing with that right now, and it’s working fairly well, but I’m not getting negative displacement. I’m using the RBG shift in the map to push the 50% gray down to black. Which I’m guessing is pitching my negative displacement in the trash.

Shockingly little info about this on ZBC here.

Im having the same trouble. Ive modelled in max, exported to zbrush and then exported the level 3 mesh out to max with turbosmooth and vraydisp on top. Then exported the disp map from zbrush with the same options as above. But no matter what settings I use with the vray disp amount and shift, the result is pretty appalling.

i am still using the same settings in vraydsplmod that i used with dspl maps from Zb2.

basically the amount:shift ratio is to be maintained at 2 : (-1) for displacement maps from Zb.

eg 10:-5 ; 20:-10 etc

“Amount” is the hieght that goes up and “Shift” is a negative value that goes down.

the exact values of amt and shift needed to give a 100% representation of Zb models need to found thru trial and error but always maintining the above mentioned ratio.

take care that some value might look very good but your resulting model might be a bit bigger that the original intended model (as in problems with cloth etc.) in such cases its advisable to model you low poly base mesh a tad bit smaller than your references and use the references again when finalizing the displacement amount.

i have brightened up the model and attached a frame of animation being worked on now(shader testing), have a look. i am persanally kinda happy with the displacement, but still it looks better in ZB.

will post the settings screen cap soon
hope this helps.

projectile

Attachments

frame 296z.jpg