I’d like some help with baked displacement maps and normal maps from C4D sculpting in terms of using them in other programs like Maya and rendering in vRay. In particular I am trying to get baked displacement and normal maps to work in vRay (C4D R15 and vRay 1.8/2.4).
I did a test sculpture and it rendered perfectly or near perfectly using the C4D native physical renderer - Cool! However, I have been completely unable to get acceptable rendering results in vRay using RBG tangent displacement maps (these do not work at all) and intensity greyscale displacement maps (these work after a fashion that have a lot of artefacts).
Firstly, can you use baked sculpture baked displacement maps in vRay and if so a tutorial/advice on settings would be fantastic. Having discussed the issue with Stefan on the vRay for C4D support forum it seems that the issue is with the way that Cinema 4D generates displacement maps. It seems that these maps are unique to Cinema 4D and will not transfer easily to other programs or renderers - Is that the case?
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FYI
If this is indeed the case, then Maxon is missing out on sales. I really like Cinema 4D with the improved snapping and modelling tools and although the sculpting tools are in their infancy, I find them easier to use than zBrush ā no doubt that will change with time. I was hoping to use Cinema 4D as a character production pipeline (modelling, sculpting and texturing using BodyPaint) but if I can’t export displacement and normal maps successfully to other programs like Maya or render using the then I will have to continue using zBrush or perhaps something like Mudbox.
My ideal scenario would be modelling, sculpting and texturing in a revamped Cinema 4D / BodyPaint that has vertex painting and symmetry and a much easier way of creating UVs (like 3D Coat). With all other great features, I’d think you’d find Cinema being integrated into more production pipelines.
Is Maxon aware of all these issues and working to resolve them?
Thanks
Chris