STANDARD METHOD WITH DISPLACE MODIFIER This displacement method uses the standard scanline renderer. The minus is, a fairly high iteration is required on the mesh. The positive is, rendering is fast, and you can see the result in the viewport. Import your model/obj
from ZBrush;
Import the displacement map you created in zbrush into a map slot ... Instance it into the material editor Drag this ...
... to here:
In the material editor, go to the output rollout and enable color map curve ... drag the point on the left down to -1 and leave the point on the right at 1.
Adjust the strength until you get similar results as the model appeared in Zbrush:
Example with
a:
You need to get to subdivision iterations of at least 5 to get good results ...
Quite an improvement in this case when smooth results in turbosmooth is set to off:
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