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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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Where did I go wrong? My displacement is not rendering the way my high polly mesh looks like.

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Message 1 of 3
David_Mekibel1
1009 Views, 2 Replies

Where did I go wrong? My displacement is not rendering the way my high polly mesh looks like.

I made a sexy high polly mesh. I baked my displacement map in Zbrush.

The mid value seems to be correct, but the render looks very off.

Around the chin there is allot of deformation, and at the chest and abb area there is absolutely no deformation.

Any tips for rendering displacement maps effectively?

Here is all the screen shots of my mesh and maps and settings:

screen-shot-2018-09-04-at-112947.pngscreen-shot-2018-09-04-at-112744.pngscreen-shot-2018-09-04-at-111851.pngscreen-shot-2018-09-04-at-113328.pngscreen-shot-2018-09-04-at-113259.png

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2 REPLIES 2
Message 2 of 3
lee_griggs
in reply to: David_Mekibel1

Are the maps 32 bit and set to RAW?

What is your Scalar Zero Value?

Lee Griggs
Arnold rendering specialist
AUTODESK
Message 3 of 3
Slava_91
in reply to: David_Mekibel1

For what you use multiply Divide and Average nodes, you merge another detail map?

Why do you change the bound in the display node?

Are you study this material? Displacement subdivision

It look like you forgot subdivide your mesh...

If you not merge any detail map to your displacement, you not need multiply and average nodes.

If you use 32bit map from zbrush, you need only set you mid level in Displacement node 'Scalar Zero Value', if you used 0 for export, then put 0, if 0.5 then set 0.5

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