I've been having an issue when trying to render a displacement map in Arnold. I created a low poly model in Maya, I imported that into ZBrush and added high poly detail. I exported the displacement map using the multi map exporter with settings for a 16 bit tiff. I also tried a 32 bit exr with the same issue. After exporting, I plugged it into Arnold with the displacement shader. I set the subdivision to be cat clark and set them to 6. The color space is set to Raw. And the Scaler zero value is set to 0, as it was when I exported it from ZBrush. When I render it, it gets some of the detail, but not in the proper way. I've attached what my file looks like in ZBrush and what it looks like in Maya. It also isn't a UV seam, as far as I can tell, because those lines you see on the Arnold render aren't where the seams are. Let me know if you have any thoughts on a solution. Thank you!
How it looks in ZBrush
How it looks rendered in Maya with Arnold
Solved! Go to Solution.
Solved by tanner.shelton95. Go to Solution.
Hi
In scaler zero value you need set value from Mid in zbrush displacement multimap exporter
May be this is help you
The mid value is set to 0 in zbrush and 0 in Arnold. I exported it as a 32 bit exr and plugged it through the red channel. It’s still having the same issue.
Do you use texture in RAW colorspace in aiImage or File texture nodes?
The scale of model in zbrush same like in maya or different?
Can you screen you zbrush displacement settings, you maps, and displacement setting in arnold?
@Slava Sych here are my settings.
In Zbrush I chose 32 bit exr, with a mid value of 0 and smooth uv’s on. The color space is set to raw. Here is a screenshot of my node.
And yes the scale is the same in zbrush and Maya. I didn’t change it at all.
I can upload the files if needed as well.
I was able to solve this issue. I had creased the edges using dynamic subidv in ZBrush, and this was causing that pinching. So I uncreased everything in ZBrush and made the displacement map a 32 bit exr, and set the subdivision level to export at to be 2 and I used the 2 subdivided mesh in Maya to apply the displacement map to. I also had to freeze the transformations in Maya as well. This got rid of that pinching.