Hello, i have read quite a lot about this issue on net, but i have few questions i didnt find the answer to.
The main advantages for using 32 bit displacement maps over 16 bit is:
1) The absence of "terrace" effects (artifacts) in 32 bit
2) And the ability to push the mesh even down, not just up (as 16 bit displacement map does).
I understand and saw the advantage of the 1st one, but i have questions about the 2nd one.
Is it really true that you cannot "push" the mesh below/under/down with the 16 bit displacement map? (only up)
Is there any workaround how can i push the mesh down using just the 16 bit map? for example in vray for 3ds max theres a vray displace modifier with "shift" option, but that pushes the whole mesh below, not just the parts "painted" in the displacement map.
Isnt there any workaround for this?
(i use zbrush for generating displacement maps, and 3ds max and vray for rendering)?
Replies
The issue is that 16 bit displacements I believe can't contain negative values so what you are essentially doing is forcing everything below 50% grey to be negative.
you can read more about it here:
http://www.zbrushcentral.com/showthread.php?4571-How-to-calculate-alpha-gain-and-alpha-offset-in-maya-when-using-disp-maps-from-Zbrush
I don't have any experience with rendering displacement maps in 3ds max but here is some info:
http://www.3dbuzz.com/forum/threads/126009-Tip-for-Zbrush-displacements-in-other-apps
The biggest pro of a 32 bit displacement is accuracy.
The biggest pro of a 16 bit displacement is that you can use the layered texture nodes to layer displacement. For example I could make my characters displacement, then create a seperate tiling displacement map for skin detail, and add that new tiling map over the top of my original 16bit displacement. Not possible with 32bit.
This is a huge plus, for a lot of reasons. Just depends what you're trying to get done. For example I have a character with 8192 map for displacement, but I have a micro tiling displacement that is 1024, tiles 120 tiles, which is equivilant to more than a 100,000 pixel widextall map. Could never actually bake a map that size.