export setting from zBrush. tif 16 bit worked best foer me.
My displacement problem
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- sampakinpa

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- linvanchene

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sampakinpa,
Thank you so much for sharing!
It helps me a lot to understand why I run into problems with other displacement maps.
The fiber mesh eyebrows and eye lashes look amazing as well!
Thank you so much for sharing!
It helps me a lot to understand why I run into problems with other displacement maps.
The fiber mesh eyebrows and eye lashes look amazing as well!
Win 10 Pro 64bit | Rendering: 2 x ASUS GeForce RTX 2080 Ti TURBO | Asus RTX NVLink Bridge 4-Slot | Intel Core i7 5820K | ASUS X99-E WS| 64 GB RAM
FAQ: OctaneRender for DAZ Studio - FAQ link collection
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- sampakinpa

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Thanks for the compliments.
Why is it?However, there's a very small negative offset, so I wouldn't expect many issues.
Hair, eyebrows and lashes are Maya hair rendered with Octane Hair.The fiber mesh eyebrows and eye lashes look amazing as well!
2x Xeon E5-2620, 32 GB RAM, 4X GTX1080ti, Windows 10, Octane 3 for Maya 2018, Radeon HD6450 for disply BRIO Animation ltd
- sampakinpa

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My displacement issues was solved when I started to work with 16 bit displacement maps from zBrush instead of 32 bit.
2x Xeon E5-2620, 32 GB RAM, 4X GTX1080ti, Windows 10, Octane 3 for Maya 2018, Radeon HD6450 for disply BRIO Animation ltd
- gordonrobb

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The issue seems like the shift uses a different calculation to the displacement. So if you have a large negative value it invariably tears bits of geometry.
Windows 8 Pro | i7 3770 OC | 32 GB Ram | Single Titan (plus Black Edition on Order) | Octane Lightwave |
This is fixed using a ClampTexture node between the texture and the displacement node. The explanation of this is: Octane assumes gets the 32 bit value of an image, therefore there might be higher than 1 and lower than 0 values. The Clamp node corrects the interpretation issues.