Whatever Igors. Anytime you want to clean up my apartment…Bring it! LOL

[left]Anyway. Sorry Manuel, I used this forum as an opportunity to request enhancements to EIAS ZB compatablity.
Rueben, I agree. Yes I have found a UV editing workflow that completely eliminates seams and it works very dependably but with more compatablity between EI and ZB it shouldn’t be necessary. With AUVs and Zapplink there’s no need to UV edit. I only did it because I wanted to paint my texture in PS. Now, with the application linking module in Zbrush, I can.
I still have to check the UV “Fix seams” options to see if AUV works or not. I am not sure right now but regardless, knowing that UVs are conquered and not a real threat to my process…I would hate to see precious programming time put towards something that is not a problem…not at least until I test it or can say for sure.
Lastly, I believe EI can render quality displacemts with an 8 bit render. IMO, It would be enough to deform geometry edges correctly. My concern is displaced geometry edges and why I am not concerned about Bump maps. Bumps maps in EI are fine but without accurately displaced edges bumps look fake. So personally, that is why I am not so interested in precious programming resources put toward changing Cameras quality to 16 bits, microspolys, or bumps.
I am very concerned and am asking that some effort be made to remedy the workflow issue which includes the use of Photoshop to cut up a single greyscale map into halves so that these two separate maps can be loaded into EI as positive and negative values when it should be simply imported into EI and rendered. (whew)
Long as it’s simple and fast, I don’t care out. One input box for the displacement texture to change the gamut range.
Without out handling this bottleneck first, the rest is inconsquential anyway. I would not care anything about 16 bits or subpixel without this peliminary procedure in producing the correct 16 bits subpixel render effects. Though it would be nice, but who cares if it’s not correct or a big hassle with manually converting each test map. I just want my surface edges to be remeniscent of the form.
Yes, Rueben. The other apps all handle the nuetral displacement mid-point grey value differently. Instead of zero it’s push up to half but they still have control over each map.
Is it a whole version change when other apps just have a text input? EI 7? golly. No offense, but I hope we dont’ need a new release for such old news.
Rueben I will do the pixolator test in Maya and post the number shift.
Thanks for listening everybody…and Igors. 
Again Rueben I appauld you and all the testing you did. It started to wear me down. Talk about brain-strain.
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