Horrible Displacement Map issue


#1

The issue:
The displacement is completely bloated. Pushed way too far out everywhere, too jagged as well. If I connect the file texture into the material editor instead as a bump with the tangent space normals flag and a low bump depth it shows up right but missing a whole bunch of detail.

What I did:
Model In Maya
RoadKill for UVs
Export OBJ to Mudbox
Sculpt to 6.1m Poly(level5)
Export as Displacement ( 32bit FP Tiff )
Open with HDRShop, and re-save as 32bit FP Tiff
Turned on FP Tiff support in maya.
made a new shader and added .tiff as the displacement in the shader node
applied MR appx to model
applied shader to model
render.


#2

it’s simply a matter of messing around with the settings of the displacement map. in Maya its a pain in the arse for me and i ended up using C4D to use displacement mapping. the settings are the same idea but i feel that C4D is more straight forward.


#3

which settings should I be messing around with?


#4

Take a look in the rendering section over at www.MudboxHub.com that covers the pipelines fo displacement maps fo maya, max and XSI.

Wayne…


#5

Alright I have been messing with settings but as I extract the maps in mudbox and view them I notice that the uv pattern seems almost as if its overlayed. When I bring the files into maya then that pattern of squares shows up in the render. How do I get rid of this

EDIT: Changing search distance to 55 seems to have fixed this


#6

Try to play with the Alpha Gain value, that decides how far it displaces the surface.
Also don’t forget the Alpha Offset value, it should be a half of the negative Alpha Gain value.

ex. Alpha Gain:10 Alpha Offset: 10x-1/2=-5


#7

Sorry but thats wrong. You may be thinking of zbrush 32 bit displacement maps that are centered around mid grey. Mudbox displacement maps are not, so you do not need to tweak your map. But bear in mind that as with all 32 bit displacement maps…it is scale related, so if you resize your model you then need to adjust your gain accordingly…

so if its half size…0.5…quarter size 0.25 etc etc… If you wtach the videos on displacement maps from mud into maya, max, xsi, and vray that I did then all will become clear.

Wayne…


#8

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