Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: reublack on 2017-02-12, 11:55:44

Title: Displacement / min max lvl / zBrush
Post by: reublack on 2017-02-12, 11:55:44
Hey guys,

i have a problem depending the min / max lvl settings in the material editor.
i´ve exported some shapes and materials out of zBrush via GoZ. (all uv-settings and values for the materials are handled by GoZ).
when i use the physical-renderer in C4D everything seems to be fine (all details are displayed in the right way).
If i want to use corona, the details are looking weird. I used the normal map in the bump channel (selecting "normal" in the texture settings).
For the displacement i use the texture (greyshades) and selected the same displacement values (max lvls) which i get, when zBrush does the material settings to cinema.
But how do i figure out the min levels?

http://www.directupload.net/file/d/4630/rdc96xhp_jpg.htm (http://www.directupload.net/file/d/4630/rdc96xhp_jpg.htm)

Any ideas, anyone?

Best
B

Title: Re: Displacement / min max lvl / zBrush
Post by: mferster on 2017-02-14, 01:02:56
split the difference from your max value, between your min and max level.

So if you had 0cm min level and 1cm max level, change it to -0.5cm min level : 0.5cm max level
Title: Re: Displacement / min max lvl / zBrush
Post by: romullus on 2017-02-14, 11:24:55
This is true as long as your displacement map isn't saved in 32bit floating point format. But if it is, then you have to set displacement settings in Corona (and any other renderer that supports 32bit FP maps) as follows: min - 0, max - 1. That way you'll get exact displacement height as it was baked from original object. No need to write down numbers from Zbrush, or do mathematical operations in renderer settings.
Title: Re: Displacement / min max lvl / zBrush
Post by: reublack on 2017-02-15, 20:07:17
Thx for the reply.
The first tip without 32 bit worked out well for me. But will keep it in mind for 32 bit texures.

Best