- Tue Feb 05, 2013 2:55 pm
#364752
Hi guys, I bring you a little bit of peace and love.
Zbrush Vector Displacements maps working finally in our beloved MaxwellRender.
The first, is to warn you that Zbrush haves a "particularity", that I consider a Bug, but its intended in this way, as Pixologic says.
So, your Uvs in Zbrush SHOULDN'T touch UvMap Borders (Any Uv should have any coordinate like: (0,y)(x,y) or (x,0)(x,y) or (x,y)(1,y) or (x,y)(x,1).
If any uv is sitting in the UvMap border, Zbrush won't make correctly neither Vector Displacement Maps nor any other map.
Ok, all you need to do is next:
In Zbrush go to Preferences>ImportExport>VectorDisplacementMaps and stablish:
Flip And Switch = 3
Tangent Flip And Switch = 9
Now you can make your Vector Displacement Maps, tangential or not.
Now in Maxwell Render, for World or Tangent maps (no difference!!):
In the Displacement Node of the Material Editor:
Type: 3D Relative Tangent - zero black OR 3D Absolute Tangent - zero black
Subdivision Level: Very high (256 for a 2048x2048 texture)
Scale: (0.01,0.01,0.01) (or at least, for a Maya 1 cm <1 unit> plane.)
If anyone doesn't get it working, just post here, and I'll try to help him/her.
For if anybode is asking itself, the Zbrush diagnose test (The rounded spheres over the plane one) of Zbrush>Tool Palette>VectorDisplacement Map>Diagnostic>Create Diagnostic Files, haves some uvs in the UvMap border (you can see it re-importing .obj created by Zbrush diagnose test in Zbrush and going to Tool palette>TextureMap>Create from Uv Check, you'll see a red part in the generated texture).
If anyone want take a try, here you have it some stuff:
http://www.mediafire.com/?m970wm4ofo0ov7n
Zbrush Vector Displacements maps working finally in our beloved MaxwellRender.
The first, is to warn you that Zbrush haves a "particularity", that I consider a Bug, but its intended in this way, as Pixologic says.
So, your Uvs in Zbrush SHOULDN'T touch UvMap Borders (Any Uv should have any coordinate like: (0,y)(x,y) or (x,0)(x,y) or (x,y)(1,y) or (x,y)(x,1).
If any uv is sitting in the UvMap border, Zbrush won't make correctly neither Vector Displacement Maps nor any other map.
Ok, all you need to do is next:
In Zbrush go to Preferences>ImportExport>VectorDisplacementMaps and stablish:
Flip And Switch = 3
Tangent Flip And Switch = 9
Now you can make your Vector Displacement Maps, tangential or not.
Now in Maxwell Render, for World or Tangent maps (no difference!!):
In the Displacement Node of the Material Editor:
Type: 3D Relative Tangent - zero black OR 3D Absolute Tangent - zero black
Subdivision Level: Very high (256 for a 2048x2048 texture)
Scale: (0.01,0.01,0.01) (or at least, for a Maya 1 cm <1 unit> plane.)
If anyone doesn't get it working, just post here, and I'll try to help him/her.
For if anybode is asking itself, the Zbrush diagnose test (The rounded spheres over the plane one) of Zbrush>Tool Palette>VectorDisplacement Map>Diagnostic>Create Diagnostic Files, haves some uvs in the UvMap border (you can see it re-importing .obj created by Zbrush diagnose test in Zbrush and going to Tool palette>TextureMap>Create from Uv Check, you'll see a red part in the generated texture).
If anyone want take a try, here you have it some stuff:
http://www.mediafire.com/?m970wm4ofo0ov7n
Last edited by Reaversword on Tue Feb 05, 2013 5:13 pm, edited 4 times in total.