Author Topic: Importing displace from high poly to low poly model in Corona.  (Read 1152 times)

2024-01-25, 18:26:03

Piotrek 3D

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Hi guys, I would like to know how to import baked displace map from zbrush multi map exporter and apply them to low poly model in 3ds max with Corona to have the same details such zbrush high poly. I've created low poly model in zbrush subdivided him 6 times and added some details and now I want this high poly model load to 3ds max as a low poly and have same level od deatls as high poly. I was searching for the answer but it seems nobody had such problem before. Here are my Brush export settings. Please help me if you can how to load this model to Corona. Thank you. You guys are my last hope.

2024-01-25, 19:20:47
Reply #1

romullus

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If you already have baked displacement map, then it's only a matter of plugging it into Corona material's displacement slot and adjusting min/max values. I'm sure there are plenty of info on the internet about this topic, since it's very common workflow.

By the way, if you don't want to tinker with min/max values in Corona, you can bake your displacement in 32 bits, then it will have perfect height at default settings.
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2024-01-25, 20:42:45
Reply #2

Piotrek 3D

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Thank you I've tried that way and I was getting weird results, bad mapping coordinates or squeezed edges. Is there one good method how to export such displacement from zbrush ? I'm having udim selected in file type menu than flipped v, 4096, exr and 32bits. What am I doing wrong ?

2024-01-25, 21:30:46
Reply #3

romullus

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It could be anything, from bad UV unwrapping, to wrong bake, or even turbosmooth on low-poly mesh. Without seeing what you're getting, it's just a guessing game.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2024-01-25, 21:53:42
Reply #4

Piotrek 3D

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I do have turbosmooth on low poly mesh with 1level subdiv and than Corona displace mod on top with displace texture on. I've watched old tutorial on YouTube and some dude was doing it this way. Should I delete turbosmooth and Corona displace mod and load displace map with gamma 1 to displace slot  in Corona physical material ?

2024-01-25, 22:12:16
Reply #5

romullus

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Displacement always needs to be loaded with gamma 1, but if you say that you're baking it in 32 bits and saving in EXR format, then you can leave it at default - automatic gamma - 3ds Max will recognize and handle it correctly.

Regarding turbosmooth on low-poly, it's not a bad thing per se, but you need to know that turbosmooth in Max can't handle UV seams correctly. It depends on your model's topology, if you see texture stretching along the UV seams after turbosmooth, then it might be good idea to remove it. Be aware though that without turbosmooth baked displacement can give less than ideal result. Again, this depends on how you prepared low-poly model and how you baked its displacement texture. You can try to replace with Open subdiv modifier, it gives you more control over how it's handling UV seams.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2024-01-25, 22:35:40
Reply #6

Piotrek 3D

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Thank you so much. I will try this tomorrow morning in work.