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!