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Quetion about ZBrush Vector Displacement

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Message 1 of 6
judemarvinL
2666 Views, 5 Replies

Quetion about ZBrush Vector Displacement

Would you guys happen to know the correct setting to export Vector Displacement out in ZBrush is? What Flip and Switch Number to get the most accurate result in both Tangent and World Space? Thank you 🙂

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Message 2 of 6
teddude75
in reply to: judemarvinL

Hello,

I figured this out. The work flow is pretty simple. Follow along with this video

https://www.youtube.com/watch?v=0qpSc5bsKMU

But the flip and switch number is 27. And only use tangent. Also connect the shader network correctly. File node set to raw, out color to vector displacement on the displacement shader, out displacement shader vector displacement to the shader group. On the displ shader set vector space to tangent, and the under extra attribute set displacement mode to vector, tangent space. For the geometry use cat clark subdivision and set uv smoothing to linear. As long as you have a 2k texture map than it will look great without any adjustments to the displ. scale and padding.

On a side note, zbrush has a diagnostic files that you can test the tangent or world space and render to see the correct flip and switch number (the one with the perfect sphere). The number I got was 27.

http://docs.pixologic.com/user-guide/3d-modeling/exporting-your-model/vector-displacement-maps/

Good Luck @Jude Leong

107-image2.png

108-image3.png

Message 3 of 6
judemarvinL
in reply to: judemarvinL

Hey @Edward Conry, thanks you! Unfortunately those settings don't quite work for me. There is a test sphere that comes with the latest version of zbrush which is a good way to test the Vector Displacement Map.

114-3.jpg

It's suppose to turn the sphere into that cube with a extracted VDM.

With the settings you provided, I get this result,

115-1.jpg

Not quite the same. If, however, you don't mind using world space VDM, assuming you won't be deforming your object, you could use a Flip and Switch setting of 47 for World Space and get this result,

116-2.jpg

I want to get similar results in Tangent space but just can't seem to find the correct settings, does anyone know a solution to this?

Message 4 of 6
teddude75
in reply to: judemarvinL

@Jude Leong

Where did you find this file? Can you send me your zbrush file and your maya file? I tested the vector displacement diagnostic in zbrush 4r7. If we were using the same file we can pin point the problem.

TED

Message 5 of 6
judemarvinL
in reply to: judemarvinL

Hey @Edward Conry,

You can find the file under Lightbox->Project->Misc->VDispDiagnostic.ZPR

Message 6 of 6
teddude75
in reply to: judemarvinL

Hey @Jude Leong

I couldn't get your diagnostic file to work. I just updated zBrush 4r8 to patch 2. That seems to work better. Under vector displacement there's a button call create diagnostic file. You have the choice of world or tangent, smooth uv's, and smooth normals. The first video is world space with smooth normals. The second is tangent space with smooth normals. The world space is a number in the twenty's and the sphere's are not perfect, almost egg shaped. The second video of tangent space with smooth normals. The best sphere is 27 and I think by what Pixologic says on their website it's supposed to be a perfect sphere even with the flawed seems. Let me know what you think.

video 1

https://vimeo.com/230670477

video 2

https://vimeo.com/230670456

Good luck

TED

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