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Displacement Map seams in 3ds Max after exporting from Zbrush

Hi guys,

I can’t get around this problem. I’m trying to figure out this problem for days now, but I’m stuck :-/

I always get those seams when I try to render the mesh in 3ds Max.

Software used to fix this problem:
3ds max 2017
zbrush 4R8
Mudbox 2016

Seams:
displacementmap.jpg

The normal map seems not to have any problems:
normalmap.jpg

And here is the base mesh:
basemesh.jpg

My export settings from zbrush and the vraydisplacementmap settings in 3ds max:
displacementsettings.jpgexport.jpg

And the UV (I hope you can see there is no overlaping whatsoever, especially in the problematic areas.
uvmap.jpg

What I tried:

I tried multiple settings for exporting and rendering the displacement. I followed some tutorials with the same results:

http://www.cggallery.com/tutorials/displacement/
http://www.cgfeedback.com/cgfeedback/showthread.php?t=1273
http://polycount.com/discussion/146491/displacement-map-seams-zbrush-scan

It doesn’t matter if I use the HDRI map like in the tutorial or if I just use the bitmap with 1.0 gamma. Same result.

I even tried Mudbox as displacement generator.
export lowpoly to mudbox, divide 6 times, export to zbrush, project all details and reimported the highpoly as layer in mudbox. exported the displacement map from mudbox with almost the same results.

Am I missing something important? It has to be possible to export it and use it in 3ds max for animation. I can’t be the only one who tries this. I must not see something obvious?

I appreciate every Ideas you have.
Thank you

Attachments

basemesh.jpg

displacementmap.jpg

normalmap.jpg

uvmap.jpg

what happens if you bake your displacement map in Max instead of Zbrush?

I feel like the ‘Map Border’ (padding/overpaint) value should just about never be set to 0 unless there is some extremely specific scenario that calls for it. My experience comes more from games and programs that rely on mipmapping, which make it best to crank that value as high as it can go. I’m not sure if it will solve this situation since I’m unfamiliar with rendering in Max, but when it comes to noticeable UV seems having zero padding would be a good suspect.

what Cryrid said.

You will always want a minimum of 4 pixel bleed on your UV edges.

Thank you for your ideas.
As you said, I tried first Border Map 4. It got better, but still seams everywhere. Even with 8 and 16, I get seams. This picture is with 16.
I have never beaked with 3ds max, good idea! I will try this.
mapborder16.jpg

Attachments

mapborder16.jpg