Hi,
We’ve been doing some tests with zbrush-generated displacement maps
for PS3 development. We’ve found a very interesting, if not disturbing,
behaviour when rendering displacement maps. I’d be very grateful for
any feedback from anyone on this…this takes a bit to explain, so I’ll
try to be brief…
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New ZB session
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We imported a default Maya sphere into ZB (res 10x10, 100 polys)
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subdivided 3 times (~6000 poly ct) then return to subdivision level 0
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In Tool->Displacements, Adaptive off, Mode On, rendered a 1024 map
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Exported as 8bit BMP
So, a displacement map where no displacement had been applied.
One would think that with zero displacement, the levels would range
from 0 to 127, right?..or more accurately, given the subdivision, should
range from 127 to just a bit below…(there’s no negative displacements,
so no black (0) etc…)
But, lo and behold, the values actually range from 127 to 213…Hmmmm?
Okay, so far?..
So, an interesting test we think is to repeat the steps, except adding a
small STD bump/protrustion…We do that, exporting a 2nd BMP.
Analyzing these two BMPs was a bit of a ohmagod revelation to us…
Areas in each that corresponded to areas that contained no displacement
should be the same grey value, right?..Wrong, they were now different
values…In the first image, that pixel (representing no displacement)
as 201, and the same pixel in the 2nd image (again representing no displacement was 153.
The 2nd image containing the small bump displacement had pushed all the
non-displaced greyscale values down…Now, the 201 pixel, (to me) should
have registered closer to 128, so I can’t explain that either…but in any
case, pixel that are not displaced should always be the same value.
This not being the case, I don’t see how one can achieve any kind
of consistency in a pipeline that utilizes these maps.
Can someone, anyone, please tell me I’m doing something stupid here,
or that this will be fixed in 3.0…'cause this could cause us some real headaches…
Thank you,
Flintstone.