

This map type works fine in apps that can use them, but not modo based on my most recent tests. The only one that outputs correctly is where zero level is middle grey. The problem is with 3D Coat though and getting a usable displacement map from it (see all the image samples I posted). Vector displacement maps come out almost completely blank (grey with just some very faint wisps of blue for 16-bit TIF and 32-bit EXR, while 32-bit TIFF's are completely blank).īisenberger: I'm sure modo does a great job, as can be seen in other threads. That first one only applies to greyscale displacement maps though. I've tried varying all kinds of settings and using different in/out depths (to no avail), but the one I settled on as the best (16/33) works perfectly fine if I'm (1) choosing grey as zero level and/or (2) creating and exporting a normal map. Now the exact same thing, but saved as a 32-bit EXR instead: Check out these examples:ġ) Merge into scene microverts (retopo room menu)Ģ) Textures > Export > Vector Displacement Map (in paint room)ģ) Chose the TIF option which is 16-bit color Speaking of merging to MV, vector displacement isn't any better. I also get pretty much the same results if I go the MV route instead of PP. It's just exporting it that gets really messed up. When I turn off visibility for the high res mesh after trying all of those, my low poly mesh usually looks fine in 3DC with it's displacement map. Here are some examples:ġ) Merge to PP with displacement (retopo room menu)Ģ) Textures > Export > Displacement map layer (in paint room)ģ) Chose the TIFF option which is 32-bit greyscaleĤ) Zero level is black (not normalized and normalized = same result)ġ) Merge to PP with displacement or NM (retopo room menu)Ģ) Textures > Texture Baking Tool (in paint room)ģ) Chose the TIF option which is 16-bit greyscale My only option is to merge to either MV or PP, and this is where things go awry. It has three UV sets so that means using the baking tool in the retopo room is out because it's only compatible with a mesh that has one single UV set (I asked about this in the beta thread, but got no answer).

My test mesh was originally created in ZBrush as a high poly sculpt and exported to 3D Coat for retopo and UV creation. It is pretty much impossible to get anything that is actually usable in another program, such as modo for example. I've been playing with displacement mapping in v4 beta 13a and am still running into all kinds of problems.
