Hello im having problems with displacement maps generated in zbrush and rendered in 3ds max 2012 vray 2 using the vray displacement modifier. The displacement map has seams :-(, i tried what i could but they still persist.
- Using just the displacement map (not normal or diffuse), and in vray displ. modifier
- 8192*8192 px, exr 32 bit
- Zbrush 4R6, see pic for gen. specs
-The map opened in photoshop and flipped vertically (since it did not matc hthe orientation), and again resaved as exr 32 bit, could this cause the seams?
-I also tried the UV map border with smaller value like 4 or 6, the same result (or even worse i dont remember).
- I have correct gamma setting while importing the map, that issue is not the problem
What am i doing wrong? I was doing the uvw map layout in 3ds max and imported it back to zbrush. If i use the default uvws which are generated in zbrush the seams are almost not visible (still there but it look good enough), but i would like my own uwv map...
http://postimg.org/image/516ebuhqb/
Replies
Akin Bilgic created an awesome tutorial on Accurate Displacement map workflow = http://www.cggallery.com/tutorials/displacement/
However i've gotten near perfect results with little effort using 3D Coat for displacement map baking.
Here are my steps:
3D Coat
1.Go to Retopo Room
2.Load Reference Mesh (high poly)
3.Import Low Poly via Retopo Menu (do not snap to high poly)
4.Bake Window Settings:
-Use Retopo Mesh to Bake
-Smooth Mesh
-UVs = Smooth but keep edges
-Enter values for In Scan & Out Scan Depth (Use Bake Scan Settings to work this out before)
-Create Padding
-Displacement Type = Grey Based, Not Normalized
3ds Max
Apply VrayDisplacement Modifier, set Amount to 1 & Shift to -0.5
Thats it!! .
**You can try applying a Turbosmooth modifier below Vray Displacement for better results.
**Displacement Maps are very sensitive to scale. So make sure that you don't change scale of model.
currently i have "solved" the issue with different uvw layout (automatically created) in max, which doesnt seem to have the problems with seams, altough i would like to now why the previous had problems... any tips anybody?
I have tried even edge padding (or how is it called in Zbrush) at maximum (i believe its 16) and then something like 4, the problem still occurs.
It is not that usual problem, am i right?
I will try to retopo the hipoly mesh again with different topology so far i have been trying the test with the original retoped topology and "just" changing the uvw layout.
does anybody else have some other tip?
I also tried using just 16 bit displacement maps (tiffs instead of 32 bit exr), the problem is the same. :-(....
or will be just the obj low poly mesh by sufficient? (im not sure im allowed to upload the hipoly model, that why im asking)
http://polygonspixelsandpaint.tumblr.com/post/19733351349
What choices remain for me :-(?
Other than that, is there any way how to use even the 8192px maps? Altough i dont think a lot of people for which i will be making this will need such a high resolution its always nice to be able to use the high resolution.
So it seems its ok, but still does anyone have some other tip?
1) follow this tutorial (make all uvw island rectangular like): http://polygonspixelsandpaint.tumblr.com/post/19733351349
2) and use smaller (4096px displk. map).
but im not sure how other maps (like difuse or normal) will look like with this stretching of textures, i will have to have a look
Try this, create what you need in zbrush via, zap here's, dynamesh etc, clay build ups. Leave off the finer details, Retolpologise or zremesher, export out to mud box or another to create your finer high end details, then create your maps from there.