My displacement problem

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sampakinpa
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Displ_map.jpg
Displ_map.jpg (42.58 KiB) Viewed 4793 times
export setting from zBrush. tif 16 bit worked best foer me.
Fairy_Displ_Head_05_16b_001.jpg
disp_hypershade.jpg
disp_hypershade.jpg (20.8 KiB) Viewed 4793 times
disp_atribute.jpg
fairy face14reder face.jpeg
disp_face.jpeg
Attachments
render_face.jpeg
fairy face16reder face.jpeg
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prodviz
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Looks great, cheers.

However, there's a very small negative offset, so I wouldn't expect many issues.
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linvanchene
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sampakinpa,

Thank you so much for sharing! :D

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!
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sampakinpa
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Thanks for the compliments.
However, there's a very small negative offset, so I wouldn't expect many issues.
Why is it?
The fiber mesh eyebrows and eye lashes look amazing as well!
Hair, eyebrows and lashes are Maya hair rendered with Octane Hair.
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prodviz
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I don't know why, but it appears that the offset with negative setting are causing issues with the geoemtry.
Your offset is of a very small value, so I guess this is why you're not having any issues.
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.
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prodviz
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Cool, good to know.

For me, the 16 bit version was a little better than 32 bit file.
I was working with a displacement which needed a larger negative value, which still caused geometry issues.
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.
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franchus
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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.
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