Yeah i decompressed the file but they were bad, always have prob’s with stuffit.
Latest test -


AUV tiles again, What can i say :rolleyes:
Yeah i decompressed the file but they were bad, always have prob’s with stuffit.
Latest test -


AUV tiles again, What can i say :rolleyes:
I thought there was something wrong with the above images, the displacement is inverted, example -
Positive map setting - Bump factor : 0.2
Displacement : 0.25
Negative map - Bump factor : -0.2
Displacement : -0.25
To achieve correct displacement results i have to apply the minus value to the positive map !!!.
I am collecting a project to post on the beta server, ok heres a better result -

there is an “oddity” on the nose area, that was there in Zbrush, apart from that i’m happy this the result
Reuben
I keep pushing up the bump/displace values, holding together very well, cant seem to break it, excellent !
http://affinity3d.com/gallery2/main.php?g2_view=core.ShowItem&g2_itemId=306
http://affinity3d.com/gallery2/main.php?g2_view=core.ShowItem&g2_itemId=309
http://affinity3d.com/gallery2/main.php?g2_view=core.ShowItem&g2_itemId=314
Time for a nap :wavey:
Nice stuff. I would like to know your setup with AUV tiles. I don’t seem to have any problems with GUVs. So I think we essentially wrestled the ZBrush Monster down to the ground.
Anybody else have problems with the movie files? Some feedback would be nice.
Hi, Reuben, Alonzo
Hmmm… as we remember, a same value for bump and displace is what EI doc recommends
Your links are not available yet, but in any case please upload prjs (zip is better for PC and fully understandable on Mac)
Also tell us what Camera vers was used and on which platform. Alonzo, for your AVT_ZB-EI-GUV.sit we’ve got significantly different results than you showed. Vers info please
A lot of people using OS X don’t even realize zip compression is quickly and easily available (in the OS) so they use .sit because they are used to using the drop stuff utility (from the old MacOS days)
Select a file, files, or a folder then select “Create Archive” from the File menu (in finder). A new file will be created with the extension .zip, this is a zip archive of the selected files/folders.
That’s it…
Stuffit archives are a problem for PC users (and sit hasn’t been really great format for OS X users either) so always use zip archives when posting files for general distribution.
(.dmg (disc image) is acceptable/preferred for OS X only recipient’s)
I like to break the rules occasionly :), unavailable links suggest server problem :banghead:
Ok, i uploaded 2 projects to - windows bug projects/ ZB inverse displacement.zip
1 correct result, 1 incorect.
I’m not saying this is a bug because i could have simply got the 2 map names mixed up, but i’m sure i did not, so results are strange to say the least.
I am running the latest beta animator/camera on windows.
Reuben
I’ve just rebuilt the zSword displacement test from the source files… and i’m getting excellent results !!!, but, again the displacement is inverted, i was not wrong cause this project only uses positive displacement :wise:
It would seem that some undocumented changes have been made to the displacement system, if that’s the case (even inverted
thanks very much, because i’m now back on track with zbrush and EI.
I will post the results of the zSword test and upload another project to the beta site, for any one who’s “watching” here’s a link to the zSword test -
http://206.145.80.239/zbc/showthread.php?t=20310
BBL 
I had that problem once with the moon I posted too Rueben. I generated an inverted map from ZBrush. I could visually distinguish that it was inverted so swithed the polarity values (+/-) to (-/+) and it worked fine.
I used very 6.5. You could see the splash screen. So the videos worked?
If it helps I will .zip them.
Hi Alonzo, no i can’t watch the movies, you’ll have to zip them :shrug:
Ok , back soon, i got more stuff 
I’m glad everything is working now.
Can you post a link to the UVtile creature “page”, the direct link to DL creature? It’s not working for me.
Thanks Rueben.
BTW, I gave you much credit in the videos. FWIW.
And here’s the zip.
http://homepage.mac.com/avtpro5/.Public/AVT%20AUV_GUV.zip
So you are using AUVs? This looks great.
each video is 20 mins.
I didn’t have success with AUV but GUV worked fine. Maybe you can crit it, if you see where I’m missing it.
I did the videos after being up all nite so forgive any incorrect terminology.
Hi, Reuben
In your prj we see 2 maps, and, as we understood, both are far away from original. The result is named as “correct”. Hmmm… it’s correctness is absolute not obvious for us
How about to upload just ZB original map (and ZB original image)?
Hi Igors and Alonzo,
I will post another project with images that shows the problem more clearly.
Alonzo, thanks for posting the movies and yes the zSword project was using AUV’s
Here are the settings you need to use for a clean render with AUV tiles -
In the texture editor under the filter tab, turn off Anti-alias, then under object info/shading set the sampling level to 2x2, also do this for global sampling in renders settings under Anti-aliasing - thats it 
I understand what you say about GUV’s in the movie, but as far as i can remember, all the “flat spots” or “dead areas” have happened when GUV’s were used, like Turtle head :)(might be wrong though), anyway, the few projects i’ve done recently all used AUV’s and i’ve not seen any of those prob’s.
I think Malcolm would be interested in your Obj2Fac2 settings 
Hi, Reuben
Thx, we’ve seen it. We guess the cause of reversed direction is reversed polygons normals, that’s often called as “bad winding order”. We couldn’t check it exactly, no luck with EI re-import - but that’s another story. And, Reuben, in further tests please post original image only, all this “pos”, “neg”, “2” etc. confuse us very much
BTW: displacement direction is NOT a surface normal (in EI and other apps as well)
I remember why the displacement maps are backwards sometimes. I believe it’s photoshop problem, not a EI or ZB problem. If you are are using curves that Lolo created to separate the maps, I believe the curves were generated on a grayscale image. So if you load the curves on a RGB, it’s gets wacky.