1
[Max] I need help! / Displacement texture behaves different in 3ds max compared to Photoshop
« on: 2023-04-18, 10:30:38 »
Hi all,
I'm running into a weird problem with Max and Photoshop. Some background info, we are trying to import Browzwears VStitcher models in 3ds max. All textures are baked and exported as png's except for the displacement which are 16 bit Tiff files.
We see that the exported displacement maps have very little visible displacement, almost invisible to see. When I open them in Photoshop and really crank up the levels we get a decent map to use in Max. So far so good.
I would like to do the same in Max as Photoshop in order to save the hassle of converting all displacements. Setting the corona displacement modifier to a higher number doesn't work here because it blows up the entire model. I tried many different color correction nodes, LUT's exported from Photoshop, curves you name it and each time the resulting map is different from what Photoshop does. There seems to be a different way in handling the color correction in Max.
I have attached some images to make things clear, also the original displacement map to see for yourself.
I'm running into a weird problem with Max and Photoshop. Some background info, we are trying to import Browzwears VStitcher models in 3ds max. All textures are baked and exported as png's except for the displacement which are 16 bit Tiff files.
We see that the exported displacement maps have very little visible displacement, almost invisible to see. When I open them in Photoshop and really crank up the levels we get a decent map to use in Max. So far so good.
I would like to do the same in Max as Photoshop in order to save the hassle of converting all displacements. Setting the corona displacement modifier to a higher number doesn't work here because it blows up the entire model. I tried many different color correction nodes, LUT's exported from Photoshop, curves you name it and each time the resulting map is different from what Photoshop does. There seems to be a different way in handling the color correction in Max.
I have attached some images to make things clear, also the original displacement map to see for yourself.