if i compare a maya arnold zbrush displacement map on lev 1 with settings as below.
the rendered model is fatter than the imported subdivision level 7 from zbrush.
zbrush modelling settings used:
when doing subdivision levels
multimap export settings:
adapt off dpsubpix off
smooth uv mid 0
3channel off 32bit exr
intensity not sure
displacement texture map
32 bit exr raw
should alpha is luminence be on
alpha gain 1
alpha offset 0
my tests when alpha is luminence is off
loses fine detail why? or is this need for auto bump.
catclark set 3 more sdiv should turn into auto bump
is it pin corner?
bounds padding 0
scalar zero value
auto bump on
(tests show zbrush geo model always exports linear uvs even if subdividing with suv is on,
though off in example used above.)
when arnold saves a tx format does it use the raw srgb, alpha is luminence settings
from the arnold shader map input? ie would a raw exr be converted to srgb?
why if you break the arnold displacement connection, and then try to load another displacement map
it defaults to a bump map?
are these recommended settings?