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ZBrush Displacement Tutorial for Correct 32 Bit Displacement Maps

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54 ratings

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
Product description
54 ratings

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
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Product Details
Published
1 year ago
Updated
1 month ago
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