Hi,
First off… thanks for taking the time to write that tutorial in such a clear and amusing way.
I just did an experiment this morning on a wooden beam I’ve been sculpting for a personal project and I’ve come across a few things that I thought might be worth looking into.
- The vrayDisplacement node
In your tutorial you attach the displacement texture to the appropriate slot in the shading group. Instead, if you add the vrayDisplacement node to your object (create>V-Ray>V-Ray displacement>Apply Single vrayDisplacement node to selection), and attach the file texture here, you’ll have a lot more control. If you decide to create some auxiliary passes for your scene later on (mattes, lights, etc), you won’t have to make sure your other shaders also have the displacement associated with them. TLDR, The vrayDisplacement node essentially makes the displacement associated with the object instead of the shader, which is nice for lighting TDs 
- Allow Negative Colors
I found that I absolutely had to enable this option in the file texture node for my displacement (Attributes>VRay>Allow Negative Colors) or I would have large regions that looked clipped or undisplaced. Maybe I did a lot of cutting away instead of building up in zbrush and that’s why it made such a dramatic difference? Worth Checking out…
- TIFF vs EXR
I couldn’t tell the difference, and maybe this was a problem in older versions of V-Ray, but there used to be an issue where TIFFs rendered strangely and it was recommended to bring your displacement map you exported from zbrush(32-bit of course) into nuke, shuffle the red channel into RGBA, and then re-export it back out as an .exr. Apparently .exrs play nicer with V-RAY. I was just wondering if you had run into anything like this.
You can see the thread here if you have a login at chaos group:
http://www.chaosgroup.com/forums/vbulletin/showthread.php?52699-zbrush-to-Vray/page2&highlight=Zbrush+displacement
- Seams
I’ve been having issues with UV seams after displacing and I’m not sure if it’s just because they’re usually in areas with sharp transitions ( i.e 90 degrees) or I did something wrong when I exported the map. My UVs are more or less perfect ( I use Headus UVLayout ). I don’t use smooth UVs typically, upon exporting or when smoothing in Maya. Anyway, if you’ve run into anything like this I’d love to hear your experience.
I think that’s all I can think of at the moment. Thanks again for the tutorial(s)!
-f