View Full Version : zbrush dicplacement map in vray heeeelp pls

09 September 2006, 10:40 PM
is there any one can help me
how can I use zbrush dicplacement map in vray I used much more tutorial but ı cant made good render

ı need how can ı calculator dicplacement map dephfactor for the vray pls help:((((

10 October 2006, 05:23 PM
This is what I do for my Max - ZBrush - Max workflow. I use VRay as well.

3DS Max to ZBrush and back: Workflow


1)Create low or medium resolution model within 3DS MAX.

2)Create mapping.

3)Export the model with the mapping coordinates. (Quads)

Note: Make sure the model is all quads.


1)Import model in as a Tool, then press “t” to begin editing

2)Create a texture of 2048 x 2048

3)In the “Texture” panel under tools click “AUVTILES”

4)Divide the model to level 6 or 7

5)Edit the model by pushing, pulling, Projection Master, etc.

6)Go back to the lowest division (1) May wish to delete the lower division and make division level 2 become level 1. (Del Lower)

7)Create a Displacement map with 4096 resolution. (Select Adaptive, SmoothUV and Mode).

8)Flip the Alpha map that was just created using FlipV

9)Export the model, texture and alpha image. (Use “Tiff” format).

10)Save the model for further editing. Answer yes to save the texture maps with the model.

11)Open Photoshop and convert the map to Color RGB then save it over the existing file.


1)Import the model as a single mesh

2)Convert to an “Editable Poly”

3)Add “Turbo Smooth”

4)Open the material editor

5)Add a map to the displacement section. (Bitmap) (User 15 – 25 instead of 100)

6)Select the .Tiff image created in ZBrush

7)Add the same map to the bump channel to show the fine details.

8)Go to the Output section and select the last option. (Enter -1.0 or -0.5)

9)Select the Render Engine of choice. (I use VRAY). Make sure that the Displacement option is turned on. Change the displacement amount between 1 - 2

10)Set up lights and render the scene.

Notes: When creating the mesh, make sure to think about the following:

1)Use only quads or triangles, with the triangles being well hidden.

2)Create the model to be close to the final output. Don’t use a mesh that is too low of a lowpoly object.

Hope this helps!


10 October 2006, 08:21 PM

that was a very informative post, thanks a bunch.

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