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 export increases when this value is high. Depending on the model you have and the effect you want to achieve, choose 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 is 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 the 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 the red channel, which is enough. Enable 32Bit. V-Ray supports 32-bit maps, so it is better to keep it this way. Once ready with these settings, click the Create And Export Map button. We save the map as a 32-bit .exr file. ZBrush prompts you to choose whether to export only the displacement map or both the base model and the displacement map. We choose the latter in this tutorial and export the base model as an .obj file. |
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