ZBrushCentral

Zbrush 32 bit Dis vs Mudbox!

if I export a 32 dis map from Zbrush and Mudbox they are very different looking, this probobly has to do with the fact that Z3 has the .5 offset built in by defalt but im not 100% convinced thats it. Basically If I render a 32 bit map in renderman from Mudbox it looks just like my sculpt without adjusting any of the alpha gain or offset, but in Zbrush it is not, and I have to adjust these, and the adjustments dont seem to be relative to the .5 offset in Zbrush. So my question is, does Zbrush really produce a true 32 bit float dis map?? seems like not since the dis scale is not 1 which is the point behind 32 bit float, and I wrong on this?

The reason the maps look so different between apps is that they both use different algorithms. Zbrush 32 bit maps are indeed actual 32bit displacement maps. The reason for the different setting between apps is due to that not zbrush being incorrect. I’m sure Aurick or Ryan can expand on this further.

Wayne…

Hy Ktaylor, nice to see someone else using Zbrush 32bit Displacement maps with Renderman. I’ve struggled to find information on ZB and Renderman in general, and now with ZB3.1 information is even more scarce, would you mind to sharing your methods, such as your pipeline from ZB3.1 to Renderman ?

Thanks

M

Yeah, second that. I’d like to see a workflow from 3.1 to renderman for maya if anyone can post one.

thanks

So why does the alpha gain/offset need to be adjusted then??? thats the whole point is that the 32 bit is in world scale of 1 so no scaling should be involved anywhere.

I’ll post more workflow stuff once I get it working :slight_smile: