Zbrush displacement in V-Ray for Maya.

February 10, 2013

There is always a bit tricky to set up Zbrush displacements in the different render engines.
If you recently moved from Mental Ray or another engine to V-Ray for Maya, maybe you should know a few things about displacement maps extracted from Zbrush.

I wrote down here a simple example of my workflow dealing with that kind of maps and V-Ray.

- First of all drag and drop your 16 bits displacement to the displacement channel inside the shading group attributes.
- Maya will create a displacement node for you in the hypershade. Don’t worry to much about this node, you don’t need to change anything there.

- Select your geometry and add a V-Ray extra attribute to control the subdivisions and displacement properties.
- If you exported your displacement subdividing the UV’s, you should check that property in the V-Ray attributes.
- Edge lenght and Max subdivs are the most important parameter. Play with them until reach nice results.
- Displacement amount is the strength of your displacement and displacement shift sould be half negative than your displacement amount if you are using 16 bits textures.

 

- If you are using 32 bits .exr textures, the displacement shift should be 0 (zero).

 

- Select your 32 bits .exr file and add a V-Ray attribute called allow negative colors.

 

- Render and check that your displacement is looking good.

 

- I’ve been using these displacement maps. 16 bits and 32 bits.

 

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2 Responses to “Zbrush displacement in V-Ray for Maya.”

  1. Sam Says:

    Hello Xuan,

    Thanks for the breakdown.
    What is your light setup ? I suppose from the image that you are using an VrayDomeLight with an HDRI image, but are you using another lights or these rectangle lights that we see are also part of that hdri?

    Thanks.

    • xuanprada Says:

      Hi Sam,

      I’m using a dome light with a HDRI image.
      Those rectangle lights are soft boxes used in the set. That HDRI comes from a photo shoot in the studio with a nice lighting setup based on soft boxes, typically used to lit digital doubles for vfx.

      Cheers,
      Xuan.


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