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This tutorial covers how to render a ZBrush displacement map wit= h V-Ray.
This tutorial covers how to export a displacement map from ZBrush and th= en use it with V-Ray for 3ds Max.
Note that the settings of the VRayDis= placementMod are universal for rendering with both V-Ray and V-Ray GPU engi= nes.
For detailed description on how <= a href=3D"/display/VMAX/VRayDisplacementMod">VRayDisplacementMod works,= see the dedicated page.
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There are a few things to keep in min= d when sculpting your object in ZBrush:
=E2=80= =93 Make sure that the object has UV coordinates and they are not overlappi= ng;
=E2=80= =93 Make sure that there are no UVs outside the [0,1] range;
=E2=80= =93 A good workflow is to have the UV seams hidden in the least visible pla= ces.
To the right is an example of a base = object in ZBrush. Only the chest armour is selected and for the purpose of = this tutorial, we show only this object's displacement map export. <= /p>
It is important to first go to the lowest subdivision level of your mode= (SDiv 1). This is the base model that we import later in = 3ds Max.
Go to the UV Map rollout of the Tool palette. The only = thing you need to choose here is the UV Map Size. We would= n't recommend a value higher than 4096 and in most cases, a 2k map will wor= k just fine.
Now let's go to the Displacement Map palette.
We set the Adaptive to off. The DPSubPix option specifies the SubPixel accuracy - it actually subdivides the poly= mesh x times. In this case, we leave it to 4. Note, that the time for expo= rt increases when this value is high.
Depending on the model you have and the effect you want to achieve, choo= se whether to leave SmoothUV option on or off. We leave it= off here as we can later control it with V-Ray. If you are not sure what i= s best for your case, leave it on.
The Mid option determines where your Mid point value of= the map is. Whichever point you choose (0 or 0.5), you can later adjust th= e Displacement in V-Ray (through Tex min/Tex map options).
Leave the Flip V option on.
Leave the 3 Channels off. This produces a map only in t= he red channel, which is enough.
Enable 32Bit. V-Ray supports 32-bit maps, so it is bett= er to keep it this way.
Once ready with these settings, click the Create And Export Map<= /strong> button. We save the map as a 32-bit .exr file.
ZBrush prompts you to choose whethe= r to export only the displacement map or both the base model and the displa= cement map. We choose the latter in this tutorial and export the base model= as an .obj file.
Here is how our .exr displacement map looks like:
Let's import the .obj file in 3ds Max.
While the object is still selected, navigate to the V-Ray shelf and sele= ct the V-Ray Displacement Modifier to add.
Go to the modifier's parameters and i= nsert a VRayBitmap in the Texmap slot. Select the export= ed .exr file to load in the Bitmap field.
In Color Space transfer = function, choose Type None. This means that = the image is in Linear space (no Gamma applied).
Now let's go back to the VRayDisplacementMod parameters.
Depending on the expected displacement, you can choose either a
The default Amount and Shift options should work well in most cases, but= you can play with these parameters until you get the desired look.
Regardless of what Mid point value you chose when you w= ere exporting the displacement map, it is a good idea to preview the map an= d see the real pixel values in order to determine the texmap range. The&nbs= p;Texmap min/max values need to be set according to t= he values of that range in order to avoid clipping by V-Ray.&= nbsp;If you are not sure about it, you can start with values of -1/1 and se= e if they allow proper displacement.
Enable the Keep Continuity option. This option hel= ps the model not to "break" over the geometry edges.
The default Edge length is 4 pixels. If you think your = displacement will benefit from further subdivision of the low poly mesh, yo= u can lower this value, but note it is on the expense of render time and RA= M.
We are all set up and ready to render!