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…
You can indeed push a mesh down with a 16 bit displacement map. You just need to use an expression in maya(not sure how to set this up in 3ds max) to keep your scale properly set and offset the depth settings so that your lowest value pushes into the surface instead of being right on the surface. The issue is that 16 bit…
Zbrush uses grey as a midpoint, so a 16bit map is definitely capable of pushing down. Both maps use a higher range of value to express "positive" values, so the expression needed is setting the shift value to -1/2 whatever the positive value is. So for instance if you set your displacement to 1, then the proper shift value…