Hi there -
Can anyone tell me what the exact math is that the vray displacement modifier is doing to the incoming displacement map when rendering a mesh in maya? Or, better yet, any techniques or workflow on how to bake out the displacement effect onto hi-res geometry?
The map is 16-bit , in maya the vray displacement modifier is applying an offset of -10 and a scale of 20 (which is standard for 16 bit images, i understand)
unfortunately, i believe zbrush is expecting a 32 bit displacement map and/or lacks the same controls as the vray displacement modifier in maya. generally this workflow goes in the opposite direction, which is a bit ironic.
ive tried a bit of the renormalization math in earnest, but its a bit beyond me. to normalize the min/max 16 bit values to a 32bit image, as well as simply converting to a linear 32 bit EXR for zbrush, but i cant seem to get a good match.
any help is greatly appreciated.
thanks!
Can anyone tell me what the exact math is that the vray displacement modifier is doing to the incoming displacement map when rendering a mesh in maya? Or, better yet, any techniques or workflow on how to bake out the displacement effect onto hi-res geometry?
The map is 16-bit , in maya the vray displacement modifier is applying an offset of -10 and a scale of 20 (which is standard for 16 bit images, i understand)
unfortunately, i believe zbrush is expecting a 32 bit displacement map and/or lacks the same controls as the vray displacement modifier in maya. generally this workflow goes in the opposite direction, which is a bit ironic.
ive tried a bit of the renormalization math in earnest, but its a bit beyond me. to normalize the min/max 16 bit values to a 32bit image, as well as simply converting to a linear 32 bit EXR for zbrush, but i cant seem to get a good match.
any help is greatly appreciated.
thanks!
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