Displacement map bug, mesh is inflated at render


#1

Hello,

I am new to displacement map and today I wanted to try it out, so i created a model in zbrush, did the uv and all the stuff to get a good displacement map, now inside maya I import my low poly model and add a AiStandarSurface shader to the model then plug a file to the disp mat, switch to catclark and enable autobump.

And now when I render my mesh, it look fat, so i tweaked a few thing and found out that when I tweak the scale on the displacementShader it reduce the fatness of the model, but also make the detail drop at the same time, so i ended up with nothing in result…

Here is 2 pictures with the scale at 1 and scale at 0.

Hope we can find a solution for this, it may be completly stupid but I’ve been stuck on this for a few hours now and can’t figure it out even with lots of google searchs…

Thanks you !


#2

What does it look like rendered at a scale of 0.5, instead? A scale of 0 would mean that your map is not displacing at all, and should look simply like a subdivided (smooth) version of the original, existing geometry you’re applying it to.

What does your displacement map itself look like? Is it a Normal map, or a displacement map?


#3

Make sure you are connecting the red channel of the filenode and not the alpha channel. And set the filenode to RAW not SRGB.


#4

here it is with a scale of .5 and it’s still inflated…


#5

i did what you say, and it still inflated, i joined a screen of my hypershade if you wanna check, thanks for the help man.


#6

could you upload the maya file and the texture.?


#9

Hey,

found my issue,

it was from zbrush since the beginning, the thing was :

my midpoint ont the multimap export tool was set to 0.5 and arnold need it to be set at 0 to understand the value from black to white correctly, since i dint find the way to adjust my midpoint in the hypershade of maya i directly exported a new map from zbrush with the midpoint at 0 and it worked perfectly well.

thanks for everyone who helped, hope this can help other ppls.