Glad I found this video. I was working in 32bit in Substance Designer and was getting some weird results in my viewer. I decided to check it in 3DS Max + V-Ray and the very top of my substance was getting chopped off, similar to the waterline shown here. So I can confirm that the top end can also be affected, at least in my case. Changing the Texmap Min/Max (in max) solved the issue. Also for what it's worth, I was not using UDIM and the issue was present.
GREAT tip to how to set the disp on object instead of crazy shader ! I was looking for this, a 3ds max user trying to learn Maya... and it was a nightmare until I see this thank you !
Geez. Mudbox is so much easier for exporting 32-bit displacements. Exporting maps is the only thing I know how to do in Mudbox, but it sure works great, and is way simpler than ZBrush. All the same, thank you guys!
Hey guys! I've been listening to your videos for about a week now and I really love your stuff! The "Learn to sculpt like a pro"- video was an absolute game changer for me. I don't really use soft brushes in Photoshop either so I don't know what I was thinking when I was smoothing all my shit. The interviews are absolutely fascinating too and I hope you guys get to do more of them
This is very helpful. Would love to see one for Renderman and one for Arnold?So many broken or legacy tutorials about displacement out there. Thank you!!
For Vray3.x definitely set your Mid value in Zbrush multimap exporter to 0 for 32 bit maps. Don't use the default .5 mid value!! Exr works great for a single UV space. Also you will get better results if you turn off the Smooth UV in the ZB multimap exporter as well. Otherwise these guys hit all the main points.
Thanks for sharing the workflow again. couldn´t find your old guide anymore :( I do have a question tho. I got tought that I should allways set the coulor space to raw for every map which is about values like the displacement map. Do you have any thoughts about that? Cheers, George
All these quirky unnessecary problems.. in industry standard software. It actually makes me kinda sad :/ almost like maya/vray devs got complacent. Great video anyway guys, as always!
It's definitely a workflow we wish would be heavily refined and required less fiddling and deeper understanding. If you could just click 'Displacement yay!' and it would work, that would be excellent. ZBrush really doesnt speak well with the other 3d packages.
Hi, I still have a question. I see you have 3 UV map in 03:15. But you merge map in ZB multi map exporter. If merge map will make all the uvs in one map. Why do you have 3 dis map in 14:05?? I'm confusing
Thank you for your great tutorials. May I ask if normal disp. is used more than vector disp.t map or vice versa for creature asset in real production environment? Thank you.
Hi, I have a weird problem, when i create a vRay node, the node ain't appears in the outliner. I have the node in the attribute tab but nothing in the outliner.
Guys thank you for the Vid. I have a question you did not address, normally the displacement map color space should be set to RAW, especially if you are working with a 32 bit image like a HDR or EXR. Im correct?
i followed this tutorial used the exact same setting.... i get an extremely washed out map with virtually no information that just inflates my model whats going wrong
Hi, actually I followed a comment from this section and instead of turning the displacement bounds to explicit and manually changing the settings, you can set it to automatic and switch the displacement file color space to raw. it worked for me!
First I tryed your arnold tutorial and nothing happend there was no displacement on the model and then I tryed this tutorial and the displacement worked perfectly. I don’t get it to much Anyway I got a question... so I’m a newbie at Maps yet but is there another way to add displacement in a model that doesn’t imply the features of the render like add it as a normal map or a texture map directly in a file note in the texture atributes in the model? Like what if I don’t have VRay instaled, let’s say I want to try mental ray or else? By the way... Thanks for your tutorials guys you are really helping me like a lot!
Thank you very much for the tutorial, a fantastic material. I have a problem with the displacement and Vray in 3DMax imported from zbrush as you can see the seams and joints of the udims. could you please help me? Thank you very much!
hy guys ur vid are really good i have doubt when i bake the displacement map i am getting hard edge artifact all over the mesh in my map how can i slove it can u put an shorts on it plzz if u had the time
Hi, Thanks for the tutorial it's really helpful. I've got a question. Say I have this displacement from zbrush working fine but I want to put in a MARI displacement. How do I do that so that both displacement work fine together? Thanks for your reply
hi guys . i did the dis map in zbrush. brought into mari . added it on new channel and connected it to the shader. end results my mesh looks f***ed. (explode ball) ... how do i fix this . hope you can help.
Hi Thanks for the amazing tutorials you offer. I have a question: I imported my obj base mesh from Maya to Zbrush, after I made some sculpting I wanted to export the sculpted strokes as displacement map, the problem is the exported map contain UNWANTED details from the base mesh, How to export displacement map of the sculpted details ONLY. Thanks
Hi Guys thanks for this, I've had an issue recently when I split up my model into different subtools per udim to get an extra sub division level on the head. It's really infuriating because it seems no matter what I did after splitting the model that there would be a seam between the head and body along the UV edge. I had to just project my head sculpting back onto the full model before it was split to generate displacements from there but had to sacrifice that extra sub division.
you will find more explanations here dont forget to change the file attribute color space to linear, for me exporting in mid0.5 does it www.cggallery.com/tutorials/displacement/
Hi lovely people I have a question. Whats the difference between the different mesh smoothing option. Like Mesh -> smooth in Maya or smooth preview with the shortcut key 3 and finally smoothing in real time using the renderer's attributes. I have learned that projection information of normals/displacement are projected based on the edge of the topology so a sufficient amount of vertex would ensure a proper projection. So its quite confusing as when you smooth the mesh the UV would change, doesnt this change how the details are projected since during the smoothing the edge would have shifted and no longer in its default position? How the above mentioned smoothng methods differ ? and how would they affect the projection? Thank you in advance!!!
Great question! - Mesh - Smooth will actually add polys. Once they are there, you cant remove them. - Hitting 3 is a preview smooth. It makes the model smooth without adding loops. This is basically what happens at render time too. UV smoothing is HUGE topic, and once we'll talk about in a separate video. It's very frustrating.
QUESTION; while exporting maps ( disp, normal) out from Zbrush i am having issues with UV seams/creases are visible and it looks weird from UV creases how to fix this any tips ??
I'm curious as well since they were talking like something about Flender! user in the other videos I known Maya is better but I respect Blender user who choose not to pirate software.
Krittin Pukawanut Blender is great but I don't understand what else you're saying. Not every maya user use a pirated version of maya, nor I prefer to use Blender because I don't want to pirate/pay for maya. Not because I think Blender is superior to Maya, but because it has everything I need, and Maya wouldn't bring me anything more as much as I know. (Though I'll probably one day start to learn to it to have a real comparison)
Sometimes older versions of software are more stable than the newer ones. This is a big reason for companies to stay on their older trusted maya versions.
In the bottom right of the V-ray frame buffer window there is a button with two arrows, press it and it will show you other buttons, press the one that says "apply stamp"... with that you can see how long it took to V-ray to render the frame after it finish it. Hope that is what you were looking for...
Thanks! But is it any way to show how many frames it's left of the render. All I want to see is how much my render remains until it's done.. prnt.sc/kwxrz9 I wrote %rendertime | But this dont show how much time the render will take?
Displacement map and microdisplacement/subdivisions gives proper geometry details as normal maps are just a fake way so the shader looks deformed. The choice between normal and displacement map are made depending of the output : a real time will prefer a normal map as it's much faster (no added geometry), except that you can add tesselation too wich is using a displacement map. For movies, VFX, you usually go with displacement map. But displacement maps in this case aren't always necessary, except for objects requiring special details that can only be added with geometry. Check google for "vector displacement" for the best view of what I mean, but consider that a normal map can sometimes be enough : example : www.sidefx.com/docs/houdini/shade/normalmaps.html
If you've followed all the steps and still don't see the displacement map just increase the displacement amount under displacement control until you see it on your model.
At the risk of sounding stupid, what are the advantages of using a displacement map over using a shrinkwrap and a multires modifier in something like blender? Thanks
Flender joke is not appropriate it show disrespect to all people who use blender, and there is so many amazing artists making artworks in blender unbelievable looking. You guys are better then this, don't do that again! Btw, thank for sharing workflow, as always great content. Cheers!
This actually helped me more at Vray materials than dedicated Vray tuitorials. Thanks.
Man I through a week searching for this answer, because my Disp dindn't work right on my model . now finally my project works perfect, Good bless you.
Glad I found this video. I was working in 32bit in Substance Designer and was getting some weird results in my viewer. I decided to check it in 3DS Max + V-Ray and the very top of my substance was getting chopped off, similar to the waterline shown here. So I can confirm that the top end can also be affected, at least in my case. Changing the Texmap Min/Max (in max) solved the issue. Also for what it's worth, I was not using UDIM and the issue was present.
GREAT tip to how to set the disp on object instead of crazy shader ! I was looking for this, a 3ds max user trying to learn Maya... and it was a nightmare until I see this thank you !
Geez. Mudbox is so much easier for exporting 32-bit displacements. Exporting maps is the only thing I know how to do in Mudbox, but it sure works great, and is way simpler than ZBrush. All the same, thank you guys!
After 8 Fatal errors finally i did it ! thanks guys
Man I wish I had this info about a year ago, that black level issue was driving me insane haha. Amazing video!
Hey guys! I've been listening to your videos for about a week now and I really love your stuff! The "Learn to sculpt like a pro"- video was an absolute game changer for me. I don't really use soft brushes in Photoshop either so I don't know what I was thinking when I was smoothing all my shit. The interviews are absolutely fascinating too and I hope you guys get to do more of them
Super well done! Love your tutorials guys!
Thanks for the tutorial guys- this was a life-saver!
I love you, guys... Thank for your tuto !
Nelson Piquet recommended this video to me, great fish
Awesome, tell him Thanks :)
or at 16:10 you could just hold down the ctrl key :)
MY GOD! Thanks! This changes everything.
@@FlippedNormals History is being rewritten as we speak!
This is very helpful. Would love to see one for Renderman and one for Arnold?So many broken or legacy tutorials about displacement out there. Thank you!!
Hey Luis! We actually have one on our page for Arnold :) It's on our channel, of youre interested.
For Vray3.x definitely set your Mid value in Zbrush multimap exporter to 0 for 32 bit maps. Don't use the default .5 mid value!! Exr works great for a single UV space. Also you will get better results if you turn off the Smooth UV in the ZB multimap exporter as well. Otherwise these guys hit all the main points.
Great video!! I discovered your channel, awesome! Very clear and useful, thx guys ;)
Thanks a ton!
谢谢您为我解决了一个大问题.Thank you for solving a big problem for me
16:15 actually, if you click 'Ctrl+LMB' on one option, u maintain the window opened...!
very interesting video guys, thank you very much :)
I really like that fish. Can y'all do a timelapse model of it. I'd really like to see how y'all warp his shape. He's very fluent.
Nice tutorial! by the way I usually set the color space on the disp map to raw and keep displacment bounds to automatic. Seems to work.
thank you for this, it worked!
It's mid 2021 and this problem with the multi tiled displacement + negative colors still persists.
By the way, thank you. I'd never figure it out
go to 10:32 for the actual zbrush disp export settings
It is possible? Nested dielectrics in Vray?
Displacement map not creating perfect ly.Line strips forming in displacement map.
Amazing content. Nice fish btw:D
Thanks Phil!
This channel is like a 10k a semester cg school just without networking.
And it's free 😅
Thank you so much🙏🏻🙏🏻🙏🏻
You guys should do a video on Redshift and its performance.
Thanks for sharing the workflow again. couldn´t find your old guide anymore :( I do have a question tho. I got tought that I should allways set the coulor space to raw for every map which is about values like the displacement map. Do you have any thoughts about that?
Cheers,
George
All these quirky unnessecary problems.. in industry standard software. It actually makes me kinda sad :/ almost like maya/vray devs got complacent. Great video anyway guys, as always!
It's definitely a workflow we wish would be heavily refined and required less fiddling and deeper understanding. If you could just click 'Displacement yay!' and it would work, that would be excellent. ZBrush really doesnt speak well with the other 3d packages.
Hi, I still have a question. I see you have 3 UV map in 03:15. But you merge map in ZB multi map exporter. If merge map will make all the uvs in one map. Why do you have 3 dis map in 14:05??
I'm confusing
Thank you for your great tutorials. May I ask if normal disp. is used more than vector disp.t map or vice versa for creature asset in real production environment? Thank you.
Hi, I have a weird problem, when i create a vRay node, the node ain't appears in the outliner. I have the node in the attribute tab but nothing in the outliner.
Guys thank you for the Vid. I have a question you did not address, normally the displacement map color space should be set to RAW, especially if you are working with a 32 bit image like a HDR or EXR.
Im correct?
Correct!
man that why its not work for me god
Many thanks
Any chance of an Max / vray
version of this video
i followed this tutorial used the exact same setting.... i get an extremely washed out map with virtually no information that just inflates my model whats going wrong
same here, please let me know if you figured it out
Hi, actually I followed a comment from this section and instead of turning the displacement bounds to explicit and manually changing the settings, you can set it to automatic and switch the displacement file color space to raw. it worked for me!
try to put the map in RAW and turn on alpha is lluminance
Thanks a lot!
Helps a lot!!!!TXS!!!
Thank you!
First I tryed your arnold tutorial and nothing happend there was no displacement on the model and then I tryed this tutorial and the displacement worked perfectly. I don’t get it to much
Anyway I got a question... so I’m a newbie at Maps yet but is there another way to add displacement in a model that doesn’t imply the features of the render like add it as a normal map or a texture map directly in a file note in the texture atributes in the model?
Like what if I don’t have VRay instaled, let’s say I want to try mental ray or else?
By the way... Thanks for your tutorials guys you are really helping me like a lot!
Thank you very much for the tutorial, a fantastic material.
I have a problem with the displacement and Vray in 3DMax imported from zbrush as you can see the seams and joints of the udims. could you please help me?
Thank you very much!
hy guys ur vid are really good i have doubt when i bake the displacement map i am getting hard edge artifact all over the mesh in my map how can i slove it can u put an shorts on it plzz if u had the time
Hi,
Thanks for the tutorial it's really helpful. I've got a question.
Say I have this displacement from zbrush working fine but I want to put in a MARI displacement. How do I do that so that both displacement work fine together?
Thanks for your reply
Probably the best way is to blend them together in Nuke/Fusion/Photoshop and export them out again.
@@FlippedNormals Thanks, I'll give it a try
Did you try LayerRGBA node in Maya?
your the best thanks it worked but i ran into a seams issues and but in close up shots it disappears it reads seams from distance and this so weird
Is there any opportunity make negative values in 3ds max? Thank you a lot
hi guys . i did the dis map in zbrush. brought into mari . added it on new channel and connected it to the shader. end results my mesh looks f***ed. (explode ball) ... how do i fix this . hope you can help.
Hi
Thanks for the amazing tutorials you offer.
I have a question: I imported my obj base mesh from Maya to Zbrush, after I made some sculpting I wanted to export the sculpted strokes as displacement map, the problem is the exported map contain UNWANTED details from the base mesh, How to export displacement map of the sculpted details ONLY.
Thanks
You guys have anything on placing maps exported out of substance painter into vray? Not sure how to place everything.
Hey! very good! but... doesn't work with VrayAiSurface material.... how fix this?
Hi Guys thanks for this, I've had an issue recently when I split up my model into different subtools per udim to get an extra sub division level on the head. It's really infuriating because it seems no matter what I did after splitting the model that there would be a seam between the head and body along the UV edge. I had to just project my head sculpting back onto the full model before it was split to generate displacements from there but had to sacrifice that extra sub division.
you will find more explanations here dont forget to change the file attribute color space to linear, for me exporting in mid0.5 does it www.cggallery.com/tutorials/displacement/
Is there one coming for Renderman 22 too? Considering they released the non commercial recently
Hi lovely people I have a question. Whats the difference between the different mesh smoothing option. Like Mesh -> smooth in Maya or smooth preview with the shortcut key 3 and finally smoothing in real time using the renderer's attributes.
I have learned that projection information of normals/displacement are projected based on the edge of the topology so a sufficient amount of vertex would ensure a proper projection. So its quite confusing as when you smooth the mesh the UV would change, doesnt this change how the details are projected since during the smoothing the edge would have shifted and no longer in its default position? How the above mentioned smoothng methods differ ? and how would they affect the projection?
Thank you in advance!!!
Great question!
- Mesh - Smooth will actually add polys. Once they are there, you cant remove them.
- Hitting 3 is a preview smooth. It makes the model smooth without adding loops. This is basically what happens at render time too.
UV smoothing is HUGE topic, and once we'll talk about in a separate video. It's very frustrating.
QUESTION; while exporting maps ( disp, normal) out from Zbrush i am having issues with UV seams/creases are visible and it looks weird from UV creases how to fix this any tips ??
Have you tried exporting out a higher res model from ZBrush?
hey thanks, guys I saw the video again and played a bit with setting worked out well
My model gets split near UV seams when i apply Displacement map.....Plz help
guys, why are you using Maya 2016 instead Maya 2018? Anyaway, great content as always!
I'm curious as well since they were talking like something about Flender! user in the other videos I known Maya is better but I respect Blender user who choose not to pirate software.
Krittin Pukawanut Blender is great but I don't understand what else you're saying. Not every maya user use a pirated version of maya, nor I prefer to use Blender because I don't want to pirate/pay for maya.
Not because I think Blender is superior to Maya, but because it has everything I need, and Maya wouldn't bring me anything more as much as I know. (Though I'll probably one day start to learn to it to have a real comparison)
Sometimes older versions of software are more stable than the newer ones. This is a big reason for companies to stay on their older trusted maya versions.
How do I see the render time in vray? I can't see a bar showing how much I got left on my render? Please help
In the bottom right of the V-ray frame buffer window there is a button with two arrows, press it and it will show you other buttons, press the one that says "apply stamp"... with that you can see how long it took to V-ray to render the frame after it finish it. Hope that is what you were looking for...
Thanks! But is it any way to show how many frames it's left of the render. All I want to see is how much my render remains until it's done.. prnt.sc/kwxrz9 I wrote %rendertime | But this dont show how much time the render will take?
can you guys do a vid on vector dispalcement in zbrush for vray?
Yes! We're looking into it now.
Could u guys do a zbrush , mari , max workflow??
Could you guys do the same tutorial using Octane Render?
I'm amateur here. what is the difference between displacement and normal map in term of result and function? Thank you :)
Displacement map and microdisplacement/subdivisions gives proper geometry details as normal maps are just a fake way so the shader looks deformed. The choice between normal and displacement map are made depending of the output : a real time will prefer a normal map as it's much faster (no added geometry), except that you can add tesselation too wich is using a displacement map.
For movies, VFX, you usually go with displacement map.
But displacement maps in this case aren't always necessary, except for objects requiring special details that can only be added with geometry. Check google for "vector displacement" for the best view of what I mean, but consider that a normal map can sometimes be enough : example : www.sidefx.com/docs/houdini/shade/normalmaps.html
@mcfumble thanks for great info
good! XD
Thank you for tutorial but this technique is NOT working on my model
If you've followed all the steps and still don't see the displacement map just increase the displacement amount under displacement control until you see it on your model.
I cant get it to work in Redshift (c4d) :(
at 6:12 i cant enter -DM.1001
RenderMan please :D
At the risk of sounding stupid, what are the advantages of using a displacement map over using a shrinkwrap and a multires modifier in something like blender? Thanks
Hello! Do I need to have Mari downloaded for this way of using displacement maps?
I tried the same process for C4D and Octane Don't waste your time. It does not work!
Flender joke is not appropriate it show disrespect to all people who use blender, and there is so many amazing artists making artworks in blender unbelievable looking. You guys are better then this, don't do that again! Btw, thank for sharing workflow, as always great content. Cheers!