Important Correction! 20:20 In the video we say that you change the mid value under 'Bounds Padding'. This is wrong. You change it under 'Scalar Zero Value' instead. It's the same place.
That's what I though! Came back to check this one because I was confused with this at work the other day. Is there a reason btw to put it to -0.5 rather than 0.5? Never fully understood that. 0.5 has worked for me, at least when building a procedural map in maya with a 50% gray midpoint.
I was struggling for several days with Displacement Map, I got the best result just now, just seeing you guys giving those precious advices with this video. Sounds odd but when I got the final look I shed some tears of joy after many attempts. You guys never stop doing this, you are helping others!
Before I forget, LOVE this tutorial! Thanks so much for making this guys! Learned UDIMs on the go here. One tip for models inflating that I found is once you add the displacement maps to your "file" node in Maya, going down to "Color Balance > Alpha Gain = 1.1" and "Color Balance > Alpha Offset = -0.25" got rid of my inflation. So much so that I could even go back to the "model's shape node > Arnold > Displacement Attributes > Height" and drive this up to values like 2 or 3 for REALLY deep displacement without the inflation. THANKS AGAIN GUYS!
You saved my life with this. Mine turned out to be -0.5, but without your comment I wouldn't have even known to look there, and would have been hosed. THANK YOU!
l learn so much better when the lesson plays out like a discussion than a lecture so thank you so much for this refreshing take on teahing. l've had low morale trying to finish college, l don't like the teachers and l felt very unmotiated but this...this is inspiring me again. thank you so much
Finally! Followed this too a tee and got perfect results VS every other tutorial I tried. Thanks guys! Also appreciated the detailed explanation of every setting.
You guys are making some great videos, keep up the good work. I understand why you are using .5 as the mid but I think it's worth mentioning for others watching that for 32bit the vfx industry standard has been mid of 0 even going back to Mental Ray. Vray, Arnold, Mantra, are defaulted to a 0 mid value and I believe Renderman is too. You mentioned most software and render engines are made for mid of 1 at around the 10 min mark.Not sure if that was in error. I haven't used redshift or octane so I cannot speak to them but the other engines I already mentioned are not set for 1 in most pipelines but 0. It's worth noting that the down side to using .5 is you need to have these added adjustments to make displacement work when out of the box mid of 0 for 32 bit maps gives you the correct results. When you have many artists making manual adjustments there is room for error. If you do need to see what your'e doing and working with a 32bit displacement map with mid at 0 you can still grade the maps or adjust the viewer in nuke or do the same with the maps applied in mari for better visibility. (I've had many artists come in and not knowing how the maps are even working nor that by keeping the mid at 0 like the standard a value of 1 displaces one world unit outward along the normal and value of -1 inward along the normal) Sorry its like PTSD for me. I've had too many artists not fully aware of how these maps work nor know what colorspace they are in.
Thanks a lot for your comment! If we said 1 is the standard, that's definitely an error. In the studios I've worked, we've used both 0 and 0.5 as a mid value, which is fine as it's 32 bit. You're right though, that it's easier to work with 0, so maybe we should've used that in the video. The main point is at least to be consistent and to understand what the numbers are; if you're using 0.5 in ZB, your engine needs to be set up for 0.5. /H
It's worth noting there is a benefit to having the mid at 0 of you plan to modify the maps afterwards. For example, if you want to add a little extra strength to the displacement or if you've scaled the geometry, you can just throw in a multiply node after the file to do this - not so easy with the mid at 0.5. You can also combine two displacements by simply adding the maps together. Of course you don't always need to do this, but it's nice to have the option.
Exactly! glad you mentioned that. also, since zbrush doesn't have the merge maps feature working with exr files, i just take my maps and add them together in nuke since mid is 0. Makes life easier
Guys, the Switch MT button works pretty well. :) If you ipmort an obj (from Maya, Max, etc), press Store MT and divide, sculpt it. When you export the maps, press Switch MT and on the subtool(s), go to the lowest level (1) and press switch MT (now you have the original base mesh). The map(s) will be calculated from the oroginal geo(s), with the right intensity. If the workflow does not allow to change geos in main software, beacuse they are in rigging process etc, better to use Switch MT. Without using Switch MT, you should always export the geos from zbrush to your another sofware. Not so good...
Great video. However do not ever keep smooth UV's on in the displacement settings in zbrush. The reason is the algorithm used to smooth in zbrush is vastly different than uv smoothing in maya. Keep UV smoothing off in both Zbrush and in displacement settings when rendering in maya or unexpected results may occur.
Guys, you are AMAZING! I watched many displacement trials, and non of them were that useful, you describe things in depth yet very simple. I'm really happy, it is the first time it works for me! Thank you :)
great tutorial! I tried a long time to make it work and thanks to you tutorial it finally did! the only thing that I had to change was the mid value which only worked when I put it to 0
I hope it helps, no need to touch bounds padding, you can Just set "scalar Zero Value" to 0.5 or whatever you set "Mid" value in Zbrush. or you leave it zero in Arnold shape node and instead change it to 0.5 in displacement shader node so this way no need to set it per object shape node. ....and just if you are curios how to do it in redshift you can do the same in rsDisplacement by changing "New Range Min and Max" to -0.5 and 0.5. so you actually shift those gray area to the point that these two engines look for the rest position.
That's totally right! Too bad you'll still need to change the subdivisions in the shape node for each object because that's is not in the displacement shader
Hey so when I try to do this I have my displacement mid in Zbrush as 0.5 but when I apply the Maya Shape Node Scalar Zero Value to -0.5 it doesn't appear to do anything (mesh is still slightly ballooned). When I apply Displacement Shader node to -0.5 it balloons up even more and having it at 0.5 "shrinks" it. The most normal looking one I could get is having the Displacement shader node at 0.1 but it's still not perfect, esp the eyes. I'm using Maya 2017 with Arnold 5.1.0.1 and Zbrush 2018 btw so maybe it's changed slightly. Anyone came across this issue?
@@haiphung85 Yeah...got the same thing. Scalar values of .2 seemed to be just right, OR I can skip scalar values and play with height. I get same issues even if I render out with mid values of 0. Not sure what is going on.
Awesome!! that was soo informative! I am not new to Arnold, UDIMs or Maya but learnt a lot what needs to be done in the Zbrush side of things. Although i am a bit curious that when you added a UDIM displacement file node, the color space wasn't changed to RAW, but it works beautifully none the less! Thank you! Love the work you guys do.
I could kiss you! I've been trying to figure out how to get these maps out for weeks but the settings i was told were completely wrong! a lot of great information in this video thank you so much!
Was struggling to get this to work for a while with Houdini Arnold, so I'm going to leave this for anyone who might need it- if your map is exporting and looks completely red or gray in photoshop, it might actually have values you just can't see but the render engine will recognize them. I thought mine was blank and was trying to troubleshoot for a long time before realizing it was actually a render issue, not a zbrush issue. When you bring the map into Houdini- you have to make sure subdivision and displacement are enabled on the geometry. Personally in the subdivision tab I choose cat clark, 3 iterations, and in displacement tab set the zero value to 0.5. In the material I just used an image node plugged into the displacement and didn't change any settings.
I think you can add all the objects in the UDIM's to a set, and then you can add an override to the set under the Arnold menu Item. The Attributes you would need to add are (without the quotes): "aiDispAutobump"; "aiDispPadding"; "aiSubdivIterations"; "aiSubdivType" This would make it easier to keep all the settings the same.
Hey ! It's awesome as always ! It could be cool to show us quickly how to extract the grey value displace from red maps you get after process. Because I don't always have the same mid grey value. It's annoying :'(
@12:00 One reason for 3channel would be if you want to bring the displacement into substance painter to preview on your mesh. For whatever reason they don't allow single channel maps to show up as height. At least not in 2018.1. Once we switched them to 3 channel they showed up just fine.
Hey guys, thank you so much for your tutorials! They have been so helpful you can't even imagine! I learned more from your tutorials than from my Zbrush teacher. You explain the concepts so well and your videos are always super interesting and useful. Thank you so much! As regards to this video, I wanted to ask you something: - is it better to have more than one subtool for your character/creature or is it enough to have a UDIM system for your entire sculpt? And if you need more than one, how can you put them together afterwards? - and last thing: if you want to texture the creature in substance painter, you import the low poly and what level of subdivision you need to bake on the model to not have the same details on top of each other? Thanks so much again !
Hello, when I export the map; zbrish tells me that it's saved and took x amount of time. But when I check the folder.... there is no such .exr or .tif file?
So l can't seem to stop my displacements from inflating. if l fix it in arnold renderview, it'll still inflate if l sequence render or if l just refresh renderview. l have to change height to 0.300 to get anything to show. wondering if it's maya bugging out or l've done something wrong? l cant trouble shoot this...l don't know if its zbrush or maya!
ibb.co/Z1GLSY1 if anyone wants to have a look? l'm currently flicking around with options but its always the same issue, maya doesn't care and inflates on actual rendering
@@romansrule3 nope! l ended up with a mess. however l was using an older z brush so l migt try this again. l was tweaking the settings to get it to something pasasble.
@@sentinalchocobo I just had the same problem and I'm not sure if this will help if you run into the problem again what I did was I dragged the displacement map into the hypershade instead of connecting it like they did. I then changed the settings there but I didnt do -.5. I did .5 on the scaler zero value. But I didnt animate my character so might not work if it's moving.
I'd so much like to watch your videos!! But just one point, could you add the title of the buttons you click one the screen like subtitle next time? As a person at entry level, it is kind of confusing to figure out what you applied 😭 Anyway thank you so much!
Thank you so much for this tutorial, it helps a lot understanding how all of this works. I've watched a ton of tutorials and yours is really good. I know this video is old, but could I seek for a little help? I've been trying to render displacements for months and whatever I do, I still get this annoying issue. When rendering with Arnold, my displace looks smoothed, I'm loosing all the little details. I didn't forget any options you mentionned here, in Zbrush and in Maya. Searching for a solution, I tried to increase the map size, the catclark iterations, the DPSubdivPix, activate or deactivate autobump, change the scalar zero value... None of these worked, I always get the same smoothed result. Even on a simple, small mesh with UVs in a single tile and correct texel density. Ugh... Do you have an idea of the problem source?
bro you guys are awesome yes yes yes after 4 days of frustrating trying finally ....by the way how did you guys find this perfect solution !?how many hour it took !....wow salute brothers ....peace !!!
Awesome video! I've seen a bunch of your videos, but I don't exactly understand the pipeline. Clearly you do high-poly, detailed modeling in Zbrush, but then do you retopologize in zbrush as well, or do you do it in maya and then bring both high and low poly meshes back into zbrush to make the displacement map? from what I can see from these videos, it looks like zbrush(sculpt)> maya(retopo)> zbrush(displacement creation) >maya(render). is that right?
Hey, Can you please put pop at 20:20 for others. It would be helpful for them. I was trying it for half an hour and just found in the comment that it was a wrong setting. One more thing, I think you also have to set scale value to 0.1 so that mesh does not become a blobe
Hello, great video. I still seem to be getting blank disp maps when setting the mid value to .5 when exporting 32bit exr. It seems I can export tiffs with .5 mid value but my exrs only work when the mid value is at 0. So I'm curious as to how you're getting your results.
i would like to ask you a question, do i need uvs on my highpoly to get the displacement/normals maps from them? or i just need marmoset(or maya or anything else) to take and bake the highpoly model maps on the lowpoly(with uvs)? thank you a lot!
Is it possible to animate a monster or character that is using a displacement map as in the video? and you will still see the dinosaur's head with all the details of the displacement map as it opens its mouth to roar, for example?
Hey I'm stuck with something , when i click export by default there's TIF is the only option available. Enabled exr from settings. After clicking export, z brush said export finished in 1 minute and 7 seconds , when i'm opening the folder nothing there.
I'm a bit confused. Did you create the base mesh in Zbrush, imported it in Maya to UV it and then export it back to Zbrush to add details? Sorry, I'm kinda new to this.
Is it possible to create Displacement Maps from photos of a single object? If I can control the lighting and I'm the one taking the photos? I've seen some tutorials on creating Normal Maps by lighting an object from four (4x) different angles and then combining those 4 photos into a single Normal Map. But is there a similar process for Displacement maps? I have a ton of things I need to photograph and model, and painting the displacement in ZBrush for every single thing doesn't seem feasible.
Thank you so much for these amazing 3D tutorials!:) Have you guys made a video about making a UV map in maya, and then bringing it into zbrush? I noticed in this tutorial around the beginning that it was said you should have UVs on the zbrush sculpt for this to work, but I am a bit confused with how to get there. Thanks again!
Hey I've been basically doing what you're showing in order to generate my displacement map but strangely even if Zbrush tells me that it created that map where I wanted to put it, my computer D disc does not contain said map : it doesn't appear anywhere as if it did not exist...
@@vickyyankova9464 I'm sorry it's been long since I last opened Zbrush (I'm more a houdini/nuke lover now, kinda abandonned 3d scultping), so I don't really remember what the problem was. I think it might have been a problem with the UVs (check if you truly have some), or it was just my pc not liking something (I remember it didn't like exr displacement maps, they often came up as just completely gray). If you still have the problem and can't find a solution, I could look it up, but i'm not too sure I'll remember...
How did you guys make low poly version of this creature’s head? Did you just decimate zbrush sculpt or did you start the base mesh in maya then sculpted over it? kindly help
Idk if anyone can help me but when I try this using UDIMS it finds all the tiles and everything, but when I render I get a flat image of blown up textures.
Hey man! Maybe a bit late, but I had the same problem and I found the issue. In Zbrush under the Multi Map Exporter menu set the Displacement Mid Value to 0 and then export your displacement map. Once in Maya just follow this tutorial and you will be fine. Your displacement height in Maya might also be a bit to low so crank it up to 2.00 in Maya. Good Luck!
setting mid point to 0 is best because your obviously in 32 bit for starters to get a higher range; -1 to 1, if you set it to 0.5 the details above mid will have there precision basically halfed. as they are now 0.5 to 1 this would only benefit details below mid point
I'm not sure if this is true, as with a 32 bit map, you dont get a range from -1 to 1, but far higher ranges. Basically you get as big ranges as you need, so having a mid value of 0.5 or 0 isnt going to make any difference. We've worked with maps which has a peak of 13 due to it's scale. /H
Hi! Great tutorial but I have a question. Here you did your sculpt on a model with uvs and then export the normal map to the lowpoly with the same uvs. But lots of trouble with the displacement map happen when you have to bake your highpoly on your lowpoly (using xnormals or Knald). I've never find a good tutorial on the latest version of arnold for this case. Internet seems to avoid this subject xD
you can bring in your low version with uvs into zbrush as a subtool in the same scene as your high poly sculpt. Subdivide it and project the sculpted one to the low one with uvs.
When I extract diss map from zbrush.. It always comes k red colour and it looks so dark.. Then I need to go to Photoshop and apply the filter.. Hue & Saturation to make it black and white and exposure filter to make it a little visible.. Pls help.
so got it work finally thanks to you guys !:D but for whatever reason and maybe because im on later version of maya. doing -0.5 in the scale zero value caused it to inflate but doing 0.5 causes it to act normal. is this because maya is inverting the values somehow?
Hey guys, quick question. Does anything change if I'm not using UDIM's? I'm guessing I don't have to change the UV tile ID format and just leave it as it is. Correct? Thank you so much for these tutorials!
Why is it -0.5 and not 0.5? And is it the same if you just change Scalar Zero Value in the Displacement node? As always, perfect tutorial with very valuable information.
This is a great tutorial! Thanks for making this video :) I have a question tho xD When I use the Multi Map Exp. Tool the Displace Maps are black and white ... like ... there are no gray contours or anything, which gives the model sharp cuts ... and when I use the normal Dispacement map tool it doesn't do that? do you know why? I tried everything, but it always comes out that way >.
Do you know if the "Switch MT" function is activated again in the newest Zbrush version? Quite necessary if you have to work with a fixed base mesh. Or do you have an alternative solution to that?
Hi there! Thank you so much for this tutorial, it's been very helpful for my z brush models. I had a quick question though! Sometime when I export, I get a flat red map with no textures on it. When I apply it as a bump map in Maya it works, but as a displacement map it doesn't (I did everything you showed in the tutorial and checked the correction for 'Scalar Zero Value' in the comments. I'm really weirded out by this. Could you help me out? Thank you so much in advance.
Hello ! When you say that we should work with smoothed Uv does that means we have to import the low res model from Maya with the smooth preview enabled? :)
Guys, I think I might have a problem here...I did what you did with the settings...and in the render veiw the model is kinds blotted...it's dissfiggured...the uvs seem to be proper...the maps have exported properly...I did not set the mid value thought...what should I do...please help me😭😭😭
hey i have a question..so in zbrush there is that character in the lightbox called earthquake, i took that in the lowest subdivison and i took the displacement map from it, but when i apply in maya it does not show and if it does its bloated,i turned on openexr plugin also and i am really confused why it does not work the way it works for u guys please answer if u see this
Does the model you get displacement out need to have uvS? I'm a bit confused. because I got the model remeshed and brought it to Maya to retopo and UV but I feel I did something wrong.
4-6-2018 I'm having problems with this, please help. When I bring my textures back from Zbrush, something is overlapping (even though its a UDIM Map) and when i displace it in Maya it looks bloated. Also the displacement map looks really light? Also, I found out it was the Color Balance - Alpha gain where you upload the displacement map. But I still don't understand why there is an overlap when the displacement map was created in Zbrush? 4-7-2018 Update - Fixed the UV's, they were overlaping on the edges. I checked Alpha is luminance in Maya for the Displacement map, left color balance alone. In Zbrush: Multi Map - Displacement: I moved the Mid to 0 and Subdiv to Level 5 - and left subdiv level of Geo Tool l to 0 when exporting the map. The EXR. Map came out darker finally. Question: why did I have to check Alpha is Luminance in maya for the bloating to stop?
Super useful, thanks. But I'm finding that with these settings, I'm finding that the 50% grey is inflating my whole model slightly. What could I be missing? Thanks.
Can you do a basic video on this like if im doing a very simple character no clothes, or example like a statue, because when i try and use dipsplacement i really struggle on where to put the file i tried placing my height map into >transmission because of the substance painter and maya guides elsewhere. But it just messes up the mesh and either gets bloated or the mesh goes transparent, and ive followed your video and it balloons up and bloats out. ***UPDATE***. Ok I changed the 'Height' value in displacement to '0.100' instead on it being '1.000' then changed 'scaler zero value' to '-0.500', and turned off Auto Bump. The problem now is im not getting full detail from my normal map, which I've put in 'geometry' bump settings right?
Can someone help I'm really confused. So I modelled a character in maya, improved to zbrush and finished the high details but I didn't lay out my uvs yet, is it still possible to layout my UVs in maya and update that in zbrush without having to go back and redo my entire zbrush details?
Pretty much. - Sculpt in ZBrush - Retopo and UVs in MODO - Sculpt more in ZBrush - Export low res mesh from ZBrush into Maya - Export Displacement maps from ZBrush. - Set it all up in Maya and Arnold. /h
Hi flipped, can you talk in other video how to cut mesh in multiple part in zbrush to have more poly in each one and how to re-emerge it in Maya please? I really need it ^^
Important Correction! 20:20
In the video we say that you change the mid value under 'Bounds Padding'. This is wrong. You change it under 'Scalar Zero Value' instead. It's the same place.
That's what I though! Came back to check this one because I was confused with this at work the other day. Is there a reason btw to put it to -0.5 rather than 0.5? Never fully understood that. 0.5 has worked for me, at least when building a procedural map in maya with a 50% gray midpoint.
thank you so much guys, can you guys help me on Normal map exporting
Thanks for this xD was starting to drive me crazy xD but my settings was for 0.5 not -0.5 somehow, with a negative value it gets inflated
For those who'll read this comment in the future, for me as well. Had to set 0.5 instead of -.5 or the mesh will inflate
I used same prosses but my map is coming red please help me
I was struggling for several days with Displacement Map, I got the best result just now, just seeing you guys giving those precious advices with this video. Sounds odd but when I got the final look I shed some tears of joy after many attempts. You guys never stop doing this, you are helping others!
Before I forget, LOVE this tutorial! Thanks so much for making this guys! Learned UDIMs on the go here. One tip for models inflating that I found is once you add the displacement maps to your "file" node in Maya, going down to "Color Balance > Alpha Gain = 1.1" and "Color Balance > Alpha Offset = -0.25" got rid of my inflation. So much so that I could even go back to the "model's shape node > Arnold > Displacement Attributes > Height" and drive this up to values like 2 or 3 for REALLY deep displacement without the inflation. THANKS AGAIN GUYS!
thanks for the extra tip. I had to drop my alpha offset to -1 to fix the inflating
You saved my life with this. Mine turned out to be -0.5, but without your comment I wouldn't have even known to look there, and would have been hosed. THANK YOU!
Thank you!
l learn so much better when the lesson plays out like a discussion than a lecture so thank you so much for this refreshing take on teahing.
l've had low morale trying to finish college, l don't like the teachers and l felt very unmotiated but this...this is inspiring me again.
thank you so much
Facts 4 y later , these mates made the best disp maps tutorial on RUclips!!
Finally! Followed this too a tee and got perfect results VS every other tutorial I tried. Thanks guys! Also appreciated the detailed explanation of every setting.
You guys are making some great videos, keep up the good work. I understand why you are using .5 as the mid but I think it's worth mentioning for others watching that for 32bit the vfx industry standard has been mid of 0 even going back to Mental Ray. Vray, Arnold, Mantra, are defaulted to a 0 mid value and I believe Renderman is too. You mentioned most software and render engines are made for mid of 1 at around the 10 min mark.Not sure if that was in error. I haven't used redshift or octane so I cannot speak to them but the other engines I already mentioned are not set for 1 in most pipelines but 0. It's worth noting that the down side to using .5 is you need to have these added adjustments to make displacement work when out of the box mid of 0 for 32 bit maps gives you the correct results. When you have many artists making manual adjustments there is room for error. If you do need to see what your'e doing and working with a 32bit displacement map with mid at 0 you can still grade the maps or adjust the viewer in nuke or do the same with the maps applied in mari for better visibility. (I've had many artists come in and not knowing how the maps are even working nor that by keeping the mid at 0 like the standard a value of 1 displaces one world unit outward along the normal and value of -1 inward along the normal) Sorry its like PTSD for me. I've had too many artists not fully aware of how these maps work nor know what colorspace they are in.
Thanks a lot for your comment! If we said 1 is the standard, that's definitely an error. In the studios I've worked, we've used both 0 and 0.5 as a mid value, which is fine as it's 32 bit.
You're right though, that it's easier to work with 0, so maybe we should've used that in the video. The main point is at least to be consistent and to understand what the numbers are; if you're using 0.5 in ZB, your engine needs to be set up for 0.5.
/H
agreed, the understanding is what i think many artists lack and tutorials like yours will help big time.
It's worth noting there is a benefit to having the mid at 0 of you plan to modify the maps afterwards.
For example, if you want to add a little extra strength to the displacement or if you've scaled the geometry, you can just throw in a multiply node after the file to do this - not so easy with the mid at 0.5. You can also combine two displacements by simply adding the maps together.
Of course you don't always need to do this, but it's nice to have the option.
Exactly! glad you mentioned that. also, since zbrush doesn't have the merge maps feature working with exr files, i just take my maps and add them together in nuke since mid is 0. Makes life easier
Had to scale model down, which completely broke everything. Went back here. Rebaked with 0 mids and changed height to .1. Boom! Works now, thanks.
Guys, the Switch MT button works pretty well. :) If you ipmort an obj (from Maya, Max, etc), press Store MT and divide, sculpt it. When you export the maps, press Switch MT and on the subtool(s), go to the lowest level (1) and press switch MT (now you have the original base mesh). The map(s) will be calculated from the oroginal geo(s), with the right intensity.
If the workflow does not allow to change geos in main software, beacuse they are in rigging process etc, better to use Switch MT. Without using Switch MT, you should always export the geos from zbrush to your another sofware. Not so good...
Great video. However do not ever keep smooth UV's on in the displacement settings in zbrush. The reason is the algorithm used to smooth in zbrush is vastly different than uv smoothing in maya. Keep UV smoothing off in both Zbrush and in displacement settings when rendering in maya or unexpected results may occur.
Guys, you are AMAZING! I watched many displacement trials, and non of them were that useful, you describe things in depth yet very simple.
I'm really happy, it is the first time it works for me!
Thank you :)
Awesome :D We're really happy to hear that. We also have a similar video on Vray coming out soon.
Thank the heavens you guys made this tutorial, I appreciate it!
Oh baby keep em coming I love these. They've helped me so much!
great tutorial! I tried a long time to make it work and thanks to you tutorial it finally did! the only thing that I had to change was the mid value which only worked when I put it to 0
I hope it helps, no need to touch bounds padding, you can Just set "scalar Zero Value" to 0.5 or whatever you set "Mid" value in Zbrush. or you leave it zero in Arnold shape node and instead change it to 0.5 in displacement shader node so this way no need to set it per object shape node. ....and just if you are curios how to do it in redshift you can do the same in rsDisplacement by changing "New Range Min and Max" to -0.5 and 0.5. so you actually shift those gray area to the point that these two engines look for the rest position.
You can absolutely do this too :) Thanks for your comment.
That's totally right! Too bad you'll still need to change the subdivisions in the shape node for each object because that's is not in the displacement shader
Hey so when I try to do this I have my displacement mid in Zbrush as 0.5 but when I apply the Maya Shape Node Scalar Zero Value to -0.5 it doesn't appear to do anything (mesh is still slightly ballooned). When I apply Displacement Shader node to -0.5 it balloons up even more and having it at 0.5 "shrinks" it. The most normal looking one I could get is having the Displacement shader node at 0.1 but it's still not perfect, esp the eyes. I'm using Maya 2017 with Arnold 5.1.0.1 and Zbrush 2018 btw so maybe it's changed slightly. Anyone came across this issue?
@@haiphung85 Yeah...got the same thing. Scalar values of .2 seemed to be just right, OR I can skip scalar values and play with height. I get same issues even if I render out with mid values of 0. Not sure what is going on.
little save point if people want to go straight to the parameters they use to export the Zbursh elements: 12:30 (loving the work flip normals!!)
Awesome!! that was soo informative! I am not new to Arnold, UDIMs or Maya but learnt a lot what needs to be done in the Zbrush side of things. Although i am a bit curious that when you added a UDIM displacement file node, the color space wasn't changed to RAW, but it works beautifully none the less!
Thank you! Love the work you guys do.
All yours tutorials are going to my 3D important playlist! awesome :) many many thanks for sharing knowledge.
I could kiss you! I've been trying to figure out how to get these maps out for weeks but the settings i was told were completely wrong! a lot of great information in this video thank you so much!
You can change Scalar Zero Value to 0.500 for mid values and it works the same as Bounce Padding (-0.500)
Was struggling to get this to work for a while with Houdini Arnold, so I'm going to leave this for anyone who might need it- if your map is exporting and looks completely red or gray in photoshop, it might actually have values you just can't see but the render engine will recognize them. I thought mine was blank and was trying to troubleshoot for a long time before realizing it was actually a render issue, not a zbrush issue.
When you bring the map into Houdini- you have to make sure subdivision and displacement are enabled on the geometry. Personally in the subdivision tab I choose cat clark, 3 iterations, and in displacement tab set the zero value to 0.5. In the material I just used an image node plugged into the displacement and didn't change any settings.
I am back to this tutorial again !
I think you can add all the objects in the UDIM's to a set, and then you can add an override to the set under the Arnold menu Item. The Attributes you would need to add are (without the quotes):
"aiDispAutobump";
"aiDispPadding";
"aiSubdivIterations";
"aiSubdivType"
This would make it easier to keep all the settings the same.
Awesome, thanks for the info!
This is exactly what I need this moment, great job guys!
Hey ! It's awesome as always ! It could be cool to show us quickly how to extract the grey value displace from red maps you get after process. Because I don't always have the same mid grey value. It's annoying :'(
@12:00 One reason for 3channel would be if you want to bring the displacement into substance painter to preview on your mesh. For whatever reason they don't allow single channel maps to show up as height. At least not in 2018.1. Once we switched them to 3 channel they showed up just fine.
Enjoying you videos so much and provide clear and important information.
Hey guys, thank you so much for your tutorials! They have been so helpful you can't even imagine! I learned more from your tutorials than from my Zbrush teacher. You explain the concepts so well and your videos are always super interesting and useful. Thank you so much! As regards to this video, I wanted to ask you something:
- is it better to have more than one subtool for your character/creature or is it enough to have a UDIM system for your entire sculpt? And if you need more than one, how can you put them together afterwards?
- and last thing: if you want to texture the creature in substance painter, you import the low poly and what level of subdivision you need to bake on the model to not have the same details on top of each other?
Thanks so much again !
Hello, when I export the map; zbrish tells me that it's saved and took x amount of time. But when I check the folder.... there is no such .exr or .tif file?
sometimes zbrush masses up the uvs maybe that is the reason
@@mohammedahmed-er9rh thanks.
This is amazing, really what I needed.
hey so I followed the instructions and I think did so something wrong because my mesh has turned into a big blob. is there anyway to fix this?
So l can't seem to stop my displacements from inflating. if l fix it in arnold renderview, it'll still inflate if l sequence render or if l just refresh renderview. l have to change height to 0.300 to get anything to show.
wondering if it's maya bugging out or l've done something wrong? l cant trouble shoot this...l don't know if its zbrush or maya!
ibb.co/Z1GLSY1 if anyone wants to have a look? l'm currently flicking around with options but its always the same issue, maya doesn't care and inflates on actual rendering
@@sentinalchocobo did you ever find a fix?
@@romansrule3 nope! l ended up with a mess. however l was using an older z brush so l migt try this again. l was tweaking the settings to get it to something pasasble.
@@sentinalchocobo I just had the same problem and I'm not sure if this will help if you run into the problem again what I did was I dragged the displacement map into the hypershade instead of connecting it like they did. I then changed the settings there but I didnt do -.5. I did .5 on the scaler zero value. But I didnt animate my character so might not work if it's moving.
did you check "alpha is luminance" in the color balance parameter of your height map ? :)
You guys saved my LIFE. Thanksssss.So useful.
I'd so much like to watch your videos!! But just one point, could you add the title of the buttons you click one the screen like subtitle next time? As a person at entry level, it is kind of confusing to figure out what you applied 😭 Anyway thank you so much!
Thank you so much for this tutorial, it helps a lot understanding how all of this works. I've watched a ton of tutorials and yours is really good.
I know this video is old, but could I seek for a little help? I've been trying to render displacements for months and whatever I do, I still get this annoying issue.
When rendering with Arnold, my displace looks smoothed, I'm loosing all the little details.
I didn't forget any options you mentionned here, in Zbrush and in Maya.
Searching for a solution, I tried to increase the map size, the catclark iterations, the DPSubdivPix, activate or deactivate autobump, change the scalar zero value...
None of these worked, I always get the same smoothed result. Even on a simple, small mesh with UVs in a single tile and correct texel density. Ugh...
Do you have an idea of the problem source?
Do you ever get visible displacement map seams along UV borders? And how would you get rid of them?
Hey did you ever get an answer to this?
bro you guys are awesome yes yes yes after 4 days of frustrating trying finally ....by the way how did you guys find this perfect solution !?how many hour it took !....wow salute brothers ....peace !!!
Awesome video! I've seen a bunch of your videos, but I don't exactly understand the pipeline. Clearly you do high-poly, detailed modeling in Zbrush, but then do you retopologize in zbrush as well, or do you do it in maya and then bring both high and low poly meshes back into zbrush to make the displacement map? from what I can see from these videos, it looks like zbrush(sculpt)> maya(retopo)> zbrush(displacement creation) >maya(render). is that right?
you guys never fail! THANKS!!
Oh we fail a lot :D but thanks!
All part of the process
Hey, Can you please put pop at 20:20 for others. It would be helpful for them. I was trying it for half an hour and just found in the comment that it was a wrong setting. One more thing, I think you also have to set scale value to 0.1 so that mesh does not become a blobe
Awesome tutorial, I've always had so much fuckahsdng trouble with displacement maps.
THANK YOU SO MUCH FOR THIS TUTORIAL ...
Super awesome! Big thank you, guys!
Hello, great video. I still seem to be getting blank disp maps when setting the mid value to .5 when exporting 32bit exr. It seems I can export tiffs with .5 mid value but my exrs only work when the mid value is at 0. So I'm curious as to how you're getting your results.
great video as always, i wish i can sub and like more than once!!
Thanks man! We wish so too :D
Very very helpful tutorial. Thanks guys!
i would like to ask you a question, do i need uvs on my highpoly to get the displacement/normals maps from them? or i just need marmoset(or maya or anything else) to take and bake the highpoly model maps on the lowpoly(with uvs)? thank you a lot!
For this workflow, yes - your high poly in ZBrush needs UVs.
guys if u have problem follow these settings Height ; 020 BP;0 Szv ; 0 it works well
Is it possible to animate a monster or character that is using a displacement map as in the video? and you will still see the dinosaur's head with all the details of the displacement map as it opens its mouth to roar, for example?
Hey I'm stuck with something , when i click export by default there's TIF is the only option available.
Enabled exr from settings.
After clicking export, z brush said export finished in 1 minute and 7 seconds , when i'm opening the folder nothing there.
I'm a bit confused. Did you create the base mesh in Zbrush, imported it in Maya to UV it and then export it back to Zbrush to add details? Sorry, I'm kinda new to this.
Is it possible to create Displacement Maps from photos of a single object? If I can control the lighting and I'm the one taking the photos? I've seen some tutorials on creating Normal Maps by lighting an object from four (4x) different angles and then combining those 4 photos into a single Normal Map. But is there a similar process for Displacement maps? I have a ton of things I need to photograph and model, and painting the displacement in ZBrush for every single thing doesn't seem feasible.
Thank you so much for these amazing 3D tutorials!:) Have you guys made a video about making a UV map in maya, and then bringing it into zbrush? I noticed in this tutorial around the beginning that it was said you should have UVs on the zbrush sculpt for this to work, but I am a bit confused with how to get there. Thanks again!
Very good toturial! Thank you for sharing!
Hey I've been basically doing what you're showing in order to generate my displacement map but strangely even if Zbrush tells me that it created that map where I wanted to put it, my computer D disc does not contain said map : it doesn't appear anywhere as if it did not exist...
I am experiencing the same issue unfortunately but have no idea how to fix it, have you come up with something?
@@vickyyankova9464 I'm sorry it's been long since I last opened Zbrush (I'm more a houdini/nuke lover now, kinda abandonned 3d scultping), so I don't really remember what the problem was. I think it might have been a problem with the UVs (check if you truly have some), or it was just my pc not liking something (I remember it didn't like exr displacement maps, they often came up as just completely gray). If you still have the problem and can't find a solution, I could look it up, but i'm not too sure I'll remember...
How did you guys make low poly version of this creature’s head? Did you just decimate zbrush sculpt or did you start the base mesh in maya then sculpted over it? kindly help
sorry to say that I only get a big balloon while rendering . the bump map just bulges. any solutions?
Very clear explanation, thank you guys! Just a question though: Why - 0.5 instead of positive? :)
Wow guys thanks for the awesome Video tutorials
Idk if anyone can help me but when I try this using UDIMS it finds all the tiles and everything, but when I render I get a flat image of blown up textures.
Hey man! Maybe a bit late, but I had the same problem and I found the issue. In Zbrush under the Multi Map Exporter menu set the Displacement Mid Value to 0 and then export your displacement map. Once in Maya just follow this tutorial and you will be fine. Your displacement height in Maya might also be a bit to low so crank it up to 2.00 in Maya. Good Luck!
@@TheGreatArlei is this with 16bit? 32bit? And exr or tiff file?
setting mid point to 0 is best because your obviously in 32 bit for starters to get a higher range; -1 to 1, if you set it to 0.5 the details above mid will have there precision basically halfed. as they are now 0.5 to 1 this would only benefit details below mid point
I'm not sure if this is true, as with a 32 bit map, you dont get a range from -1 to 1, but far higher ranges. Basically you get as big ranges as you need, so having a mid value of 0.5 or 0 isnt going to make any difference. We've worked with maps which has a peak of 13 due to it's scale.
/H
FlippedNormals I thought it was -10 to 10
Which is of course a lot but i dont know I think it’s how it works
i got my problem sorted out, it was because my mid value was set to 0,5 instead of 0😐
Hi!
Great tutorial but I have a question. Here you did your sculpt on a model with uvs and then export the normal map to the lowpoly with the same uvs. But lots of trouble with the displacement map happen when you have to bake your highpoly on your lowpoly (using xnormals or Knald). I've never find a good tutorial on the latest version of arnold for this case.
Internet seems to avoid this subject xD
you can bring in your low version with uvs into zbrush as a subtool in the same scene as your high poly sculpt. Subdivide it and project the sculpted one to the low one with uvs.
When I extract diss map from zbrush.. It always comes k red colour and it looks so dark.. Then I need to go to Photoshop and apply the filter.. Hue & Saturation to make it black and white and exposure filter to make it a little visible.. Pls help.
so got it work finally thanks to you guys !:D but for whatever reason and maybe because im on later version of maya. doing -0.5 in the scale zero value caused it to inflate but doing 0.5 causes it to act normal. is this because maya is inverting the values somehow?
thank you guys you really are amazing!!!!!!!
yeah setting the mid point to middle grey just straight up doesn't work for me it only displaces on a positive or negative value
this is amazing !! thank you!
did you guys sort the UV's side by side before sculpting?
Hey guys, quick question. Does anything change if I'm not using UDIM's? I'm guessing I don't have to change the UV tile ID format and just leave it as it is. Correct? Thank you so much for these tutorials!
Why is it -0.5 and not 0.5? And is it the same if you just change Scalar Zero Value in the Displacement node?
As always, perfect tutorial with very valuable information.
thanks a lot my friend, we love you
why my substance not separating udims set ( create a texture set per udims is checked)
This is a great tutorial! Thanks for making this video :)
I have a question tho xD
When I use the Multi Map Exp. Tool the Displace Maps are black and white ... like ... there are no gray contours or anything, which gives the model sharp cuts ... and when I use the normal Dispacement map tool it doesn't do that? do you know why?
I tried everything, but it always comes out that way >.
awesome! I loved the tutorial
Do you know if the "Switch MT" function is activated again in the newest Zbrush version? Quite necessary if you have to work with a fixed base mesh. Or do you have an alternative solution to that?
Hi there! Thank you so much for this tutorial, it's been very helpful for my z brush models. I had a quick question though! Sometime when I export, I get a flat red map with no textures on it. When I apply it as a bump map in Maya it works, but as a displacement map it doesn't (I did everything you showed in the tutorial and checked the correction for 'Scalar Zero Value' in the comments. I'm really weirded out by this. Could you help me out? Thank you so much in advance.
I know it's been 7 months but...This could be because your UV's are out of bounds.
You guys have saved a lot of pain to a lot of people! haha!
does this work for the skin shader?
Hello !
When you say that we should work with smoothed Uv does that means we have to import the low res model from Maya with the smooth preview enabled? :)
Amazingly easy! Thanks!
Thank you guys! U saved my life ahhaha
Guys, I think I might have a problem here...I did what you did with the settings...and in the render veiw the model is kinds blotted...it's dissfiggured...the uvs seem to be proper...the maps have exported properly...I did not set the mid value thought...what should I do...please help me😭😭😭
Hey guys. I get uneven displacement across udims for some reason. This makes it completely unasable for some reason. Any ideas why this would be?
Would setting the process priority to a higher around (for example: High), make a difference with exporting the displacement map?
Amazing tutorial. Keep it up! :)
Thanks! :)
amazing video guys! thanks so much!
Thank you :)
hey i have a question..so in zbrush there is that character in the lightbox called earthquake, i took that in the lowest subdivison and i took the displacement map from it, but when i apply in maya it does not show and if it does its bloated,i turned on openexr plugin also and i am really confused why it does not work the way it works for u guys please answer if u see this
So what do we do when we get visible displacement seams?
Dear friends. In my case I put the value 0.5, because -0.5 my mesh fattened.
Thanks
I've the same problem now. Do you set a different value in Zbrush too?
Does the model you get displacement out need to have uvS? I'm a bit confused. because I got the model remeshed and brought it to Maya to retopo and UV but I feel I did something wrong.
Yes, it does. You need to have UVs, both for the export in zbrush or for it to work in Maya.
4-6-2018 I'm having problems with this, please help. When I bring my textures back from Zbrush, something is overlapping (even though its a UDIM Map) and when i displace it in Maya it looks bloated. Also the displacement map looks really light? Also, I found out it was the Color Balance - Alpha gain where you upload the displacement map. But I still don't understand why there is an overlap when the displacement map was created in Zbrush? 4-7-2018 Update - Fixed the UV's, they were overlaping on the edges. I checked Alpha is luminance in Maya for the Displacement map, left color balance alone. In Zbrush: Multi Map - Displacement: I moved the Mid to 0 and Subdiv to Level 5 - and left subdiv level of Geo Tool l to 0 when exporting the map. The EXR. Map came out darker finally. Question: why did I have to check Alpha is Luminance in maya for the bloating to stop?
Super useful, thanks. But I'm finding that with these settings, I'm finding that the 50% grey is inflating my whole model slightly. What could I be missing? Thanks.
have you checked to put -0.5 on the scalar value in Maya? They do that at the end of the video
Can you do a basic video on this like if im doing a very simple character no clothes, or example like a statue, because when i try and use dipsplacement i really struggle on where to put the file i tried placing my height map into >transmission because of the substance painter and maya guides elsewhere. But it just messes up the mesh and either gets bloated or the mesh goes transparent, and ive followed your video and it balloons up and bloats out. ***UPDATE***. Ok I changed the 'Height' value in displacement to '0.100' instead on it being '1.000' then changed 'scaler zero value' to '-0.500', and turned off Auto Bump. The problem now is im not getting full detail from my normal map, which I've put in 'geometry' bump settings right?
Can someone help I'm really confused. So I modelled a character in maya, improved to zbrush and finished the high details but I didn't lay out my uvs yet, is it still possible to layout my UVs in maya and update that in zbrush without having to go back and redo my entire zbrush details?
Yeah don't worry, search reproject details zbrush, Flipped Normals made a tutorial about it.
How does it work for unity3d? As I know displacement maps can be used in unity material, but my concern performance and quality.
So was the pipeline for this Zbrush sculpt>>UV in Maya>> import UV's back into Zbrush>> export maps to plug back in Maya?
Pretty much.
- Sculpt in ZBrush
- Retopo and UVs in MODO
- Sculpt more in ZBrush
- Export low res mesh from ZBrush into Maya
- Export Displacement maps from ZBrush.
- Set it all up in Maya and Arnold.
/h
Hi flipped, can you talk in other video how to cut mesh in multiple part in zbrush to have more poly in each one and how to re-emerge it in Maya please? I really need it ^^
When I click on "create all maps" it says that it created them, but the folder is empty!! Why could this be happening?
Did you solved it? I'm having the same problem here
Yes, even i also getting the same problem
and how do you avoid the seam line who appear?
So handy tutorial.
Nice, never knew that abut the bounds padding, seems odd they don't default around to -0.5 since most disp exports are mid at 0.5... Cheers!
Yea, it's a bit weird. Easiest is to export the maps from ZBrush with 0.0, but I prefer 0.5 for visual reasons.