

Set your displacement textures to type "Default", turn off "sRGB", and turn off compression. If your model explodes when you turn displacement on, check this. My models are at 0.01 scale since they were exported from Maya (centimeter scale), so I have to multiply displacement by 0.01 in the shader to match. If your model has a file scale on it (or you've set a scale factor), you have to adjust for this in the shader. You don't need a magic displacement factor when you use float maps (but see below). In xNormal, set "Normalization" (in "Height map" options) to "Raw FP values" and save as. Set your scene to linear (Project Settings -> Player -> Other Settings -> Color Space). I got usable results out of it where I couldn't out of Mudbox or Zbrush. Quick points ("TLDR", read below if you want the "why"): (Maybe I'll put together a sample scene, but I've spent too much time on this already-maybe later.) I tried a bit to get a vector displacement map to work, but they're a lot more expensive and I don't need them right now, so I stuck with regular displacement. Thought I'd drop a few notes in case it helps the next person searching for it.
ZBRUSH 4 IMPORT DISPLACEMENT MAP CODE
There's not much info out there for this that I could find, the docs are nearly non-existant ( is about all there is, and that's just a few code snippets and no real detail), and there are a lot of gotchas. It is possible the convert Normal maps to Height maps but it's easier to to that in Substance Designer.I spent a while getting displacement to work. The exported Normal map is also the mix of the two, so you don't have to convert it it, because it's there. In theory you use the Height channel to generate broad differences and use the Normal channel for fine details.ģ) Height is automatically previewed as Normal information in the viewport, this is how Painter works. Painter by default automatically mixing the two, but you can change that. You can see the Normal map result is the Normal + Height + Base normal view. It's up to you ho to combine or use those maps. You don't have to turn off you Normal map. The PO shading technique is working correctly only on flat surfaces.Ģ) If you exported a Displacement map from ZBrush for your lo/mid resolution geometry you can use that as Height map and you can add more detail to that via Height and/or Normal map. Game engines usually use Height maps for PO.Īlso in most cases in Painter the generated Height map in materials is the same as the Displacement. Parallax Occlusion is not Displacement it is a shading trick (it doesn't change the geometry itself) and in Painter you can use the Displacement channel to preview that which is a cheap version of the Displacement. If you need Displacement map you can turn on that channel and paint/generate/edit the displace information. Many thanks, for any answer to any of those items…ġ) No. Is there a recommended example from zBrush over Substance to Maya?

Is it possible at export, to convert Height to NormalMap and/or NormalMap to Height? But what to do then with the Height channel? Is it a additional displacement? Or do I apply all substance materials at the end to the displaced mesh in Maya? It means I don't use the displacement Map from zBrush at all? When I import it and Bake all textures, then Substance will create a Normal Map. In my case, I have often a LowPoly and HighPoly from Zbrush and a displacementMap if needed. So what does this channel do, if there is no displacement possible? There is a channel called "Displacement". I don't understand exactly the difference between Displacement and Height map in Substance – and then there is Paralax Occlusion, too.Īs I learned now, Substance can't subdivide and displace a Mesh, so there is no true displacement possible, but instead a simulation method like "height map".
