ZBrush Displacement Tutorial for Correct 32 Bit Displacement Maps
ZBrush Displacement Tutorial for Correct 32 Bit Displacement Maps
CORRECT ZBRUSH TO ARNOLD DISPLACEMENT MAP TUTORIAL
Rendering a high-res ZBrush model in other software can be a pain due to the high polycount. Displacement maps solve this by keeping your model light for smooth animation while preserving all the high-res details at render time. This tutorial shows you how to set up a 32-bit displacement map using ZBrush and Arnold.
YOU DONT HAVE TO DOWNLOAD THIS PRODUCT - IT'S A WRITTEN TUTORIAL WITHOUT PRODUCT FILES
EXPORTING DISPLACEMENT MAPS FROM ZBRUSH
- Go to ZPlugin > Multi Map Exporter.
- Enable Displacement
- Adjust Settings:
- Enable SubTools (to export from Subtools as well as the currently selected subtool)
- Map Size: Set to your desired texture map resolution
- Map Border: 16 (the padding in pixels outside of the UVs)
- Flip V: Enable (otherwise maps are flipped vertically)
- SubDiv Level: Usually 1 (should be set to the same subd level you exported your mesh as)
- Smoothing UVs: Enable
- Mid: Set to 0.5 (or 0, as long a it matches in Arnold - this is the mid value of your maps)
- Enable 32Bit
- Enable exr: If using merged maps, disable exr it exports as tiff instead.
- Export Maps: Click Create All Maps and save the files.
- Click on File Names and UV tile ID format to <UDIM> to
ZBrush Displacement Tutorial for Correct 32 Bit Displacement Maps
CORRECT ZBRUSH TO ARNOLD DISPLACEMENT MAP TUTORIAL
Rendering a high-res ZBrush model in other software can be a pain due to the high polycount. Displacement maps solve this by keeping your model light for smooth animation while preserving all the high-res details at render time. This tutorial shows you how to set up a 32-bit displacement map using ZBrush and Arnold.
YOU DONT HAVE TO DOWNLOAD THIS PRODUCT - IT'S A WRITTEN TUTORIAL WITHOUT PRODUCT FILES
EXPORTING DISPLACEMENT MAPS FROM ZBRUSH
- Go to ZPlugin > Multi Map Exporter.
- Enable Displacement
- Adjust Settings:
- Enable SubTools (to export from Subtools as well as the currently selected subtool)
- Map Size: Set to your desired texture map resolution
- Map Border: 16 (the padding in pixels outside of the UVs)
- Flip V: Enable (otherwise maps are flipped vertically)
- SubDiv Level: Usually 1 (should be set to the same subd level you exported your mesh as)
- Smoothing UVs: Enable
- Mid: Set to 0.5 (or 0, as long a it matches in Arnold - this is the mid value of your maps)
- Enable 32Bit
- Enable exr: If using merged maps, disable exr it exports as tiff instead.
- Export Maps: Click Create All Maps and save the files.
- Click on File Names and UV tile ID format to <UDIM> to