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Can't make totally smooth displacement map?

Searched the forums, didnt find anything on this.

For some reason I can’t seem to make a displacement map that has completely smooth texture graduations. They always show angular details. The attached displacement maps show what they look like made from level 1 and level 3 subd.
I cant get rid of the angled look, I’ve changed all the dismap settings, imported in presmoothed models to ichange the uv resolution… How is it even possible that it would show the rougher polys when the dis map is made from level 3? At level 3 the profile is relatively smooth.

I know these are 16 bit maps, it does the same thing on the 32 bits, I’m just using these for example.

Thanks everybody

Attachments

dis 1.jpg

dis 2.jpg

smooth mesh.jpg

smooth mesh 2.jpg

smooth mesh 3.jpg

What are the steps that you’re following? What are the settings that you’re using?

for 32 bit, I follow the Scott S. 32 bit displacement guide, i set it up for r32, enter the maya code using md3, right outta the guide- for 16 bit I go to the level of sub-d that i want to start the displacement (level 1 for example), set image resolution, 2048, set adaptive, i leave intensity at 0 (ive noticed no changes with that slider) then i leave mid-lvl at 50. i make the map, then export from the alpha slot into photoshop

the thing that gets me, is how can it make those angular shades on a map where i’ve deleted all the lower sub-d levels, that information shouldnt even exist. I essentially changed every standard dis.map setting in zbrush- its gotta be something weird.

got it, thanks aurick - for some reason, the last time i used smooth uv’s it didnt come out… worked just fine this time with subdpix lvl 2

Hey dsilverline

I’m also having trouble with the displacement maps.

When you created a displacement with subdpix level 1 or higher, does it make your map really flat grey? Or do you actually see details? I don’t seem to see any details in my maps the higher I set it.

Aurick, I guess thats not it after all, the smooth uv’s option is not part of the standard displacement map workflow. I should still be able to make a smoothly graduated map w/o that option i believe.

Anhslaught, thats just do to the narrow range the maps are made in, if you export it into photoshop and hit autocontrast, they’ll show up. Even tho they look flat, when rendered in maya they come out fine. If it really is flat after autocontrast, it probably means you dont have any uvs in your model. Reimport and you should be fine.

I just got an email from Scott Spencer telling me that its a bug in zbrush and told me to just stick to “0”. I also tried rendering it without using autocontrast, there were no details at all. Just some wierd circulating stuff on it.

I’ll try your suggestion too. Thanks.