ZBrushCentral

Generating Displacement Maps

I’m trying to generate a displacement map from a zbrush model and there are some issues that I’d like to understand why are happening, let’s see if I can explain myself:

I have a “low” mesh that i imported in Zbrush, divided a few times and sculpted. There are some regions of the model where I didn’t do any sculpting at all, so when I generate my displacement map, those areas should be a 50% grey,
however, instead of that I get some greys/whites regions even where I haven’t painted anything…well, since zbrush kinds of “washes ou” the volume of a model once you divide it, even if you don’t sculpt on it, i’d say it’s trying to compensate for that loss of volume by adding some whites on my map…so what i did is right before generating the map, I re-imported the original model and right after that i created my disp maps, getting the same result ( but with a bit more of contrast instead! )
I then tried in mudbox by bringing in the highest level from zbrush and the original low res model and creaing a map, and it was nearly perfect, the regions where i didn’t do any sculpting were 50% grey and everything worked fine…

in zb 3.1 that re-importing ( or storing a morph before dividing ur mesh… ) used to do the trick, generating “better” displacement maps but it seems like zb is not behaving like that anymore, any input or help would be really appreciated…

thanks in advance

Which specific release of ZBrush are you now using? What are the steps that you’re following?

You should still be restoring your base mesh prior to creating the displacement map. That hasn’t changed.

Aurick, that’s what i’m saying, that even restoring the base mesh before creating the map is wrong,

ZB3.5 R3:
import a cube from maya, divide it a few times, sculpt on some areas of it, go to the lowest level, re-import the original cube, create displace map, the resulting map is the same as without re-importing the base model, while in zb 3.1 that worked fine, in 3.1 you ended up with a mid value grey color and only values on the sculpted areas of the model, while in 3.5 it feels like the map generation is ignoring the re-imported mesh and generating a map with greyscale values everywhere…

I have taken some screenshots with the steps to show what i mean:

![step001.jpg|704x674](upload://wtlGdyf9hNSpMnGUdI4rBB8vMDl.jpeg)

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Hey Alex

If you crease the edges before you generate the displacement map you will not have this issue. Crease them after you have done your sculpting. If you want to crease all of your edges quickly hold Shift while clicking crease in ZBrush and all the edges will be creased.

See if this works for you and let me know.

Are you generating 16BIT or 32BIT maps.

Paul

Hi Aurick,

Apparently switching off the adaptive button before creating the map, fixes the issue and the extracted map is as it should be…

Hey, metamesh

I did the same thing… but I had slightly different work flow…

I did not smooth the edges i kept them sharp by not subdividing with the subdivide smooth modifier turned off(I still used morph target as well)… i got even more white edges

i tried turning on and off adaptive mode when generating the displacement map…it did not fix my issue… i used Zbrush 3.5 and 3.1

http://www.zbrushcentral.com/showthread.php?t=81298

Hello dismantled

For your issue all you have to do is Crease the edges before you create the displacement map. The quickest way is to hold shift while you click on Crease. This will crease all the edges.

Paul

the crease function worked! no more white marks!

I have one more issue with the new displacement map. It has a black line that i am worried about…[new-displacement-map.jpg]clay-tubes-on-edge.jpg

does my “clay tool” work on the edges wreck my chances of producing a displace map that works in Max… how do I get a sharp but also damaged edge…or is this just what the preview shows and not actually how it will occur in max?

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Try creasing all the edges but that one when you create the displacement map.

Paul

Hey, I´ve the same problem, but if I use “Crease Edges” I get seams in the whole displacement map, so it becomes usless.

Any hints?

what works for me is bringing the original OBJ file ( or restore the stored morph targe ) before creating the disp map, and switch off the adaptive option, and then generate the map. ( that is assuming that you will divide ur base mesh in your external application, like max or maya and add that disp onto the divided geometry )

See if this Knowledgebase article helps: https://support.pixologic.com/index.php?_m=knowledgebase&_a=viewarticle&kbarticleid=42

Hi metamesh,
thank you for your tips, I´ve followed your proposal, after I´ve projected the details I´ve sculpted, with the the ZProject_Brush, onto a new basemesh where I´ve stored the morph Target. Because, I´ve lost the morph Target of the other one and wanted to start from the beginning, but with the old details.
Now I´m at the point where I get all the details I want, only the parts I did with the projection are visible in the displacement map, but I still get the wired problem you´ve mentioned above at the places I mad the projection. And If I use crease I have still those seams in the displacement map.
I know it sound complex and so it is.

aurick, hey, yes I had already a look inside the Knowledgebase, but it doesn´t help me, the seam still remain. And i think this tip is good for hard edges models, but if I use it for organic forms it seems to be useless.

I really need a solution urgent, is there any other way to get rid of those seams, or even another way to get a result without the issue, metamesh addressed

Regards,
Josef

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I seemed to have solved my own problem for the time being.

What render are you using? Can we see the displacement on the model inside ZBrush?

what are the exact settings you are using in ZBrush?

Paul

Hi Paul.

It seems that Metamesh spotted the same bug that i reported a couple of months ago, at the support forum :
When adaptative mode is on, the extracted displacement map is wrong.

yes, that is broken and is really something that needs to be adressed asap…is giving us a few headaches at work…
to be more precise about it, as Rimasson said:

when adaptative mode is on, the extracted displacement/normal map is wrong, apparently the cage or restored mesh is ignored when creating the map

Aurick, Paul, any news on this?