Maya displacement is something that I avoid using as much as possible.
I've always maintained that my reluctance is because I don't have much experience with sculpting (Though I've used Mudbox a little bit), and that no matter how I do it, greyscale displacement maps never look as nice as a normal map.
That being said, I've discovered that greyscale normal maps don't import into Maya correctly (to my view).
Logically, I would expect a value of 50% grey to not change the displacement of an object at all, while white would be the equivalent of 100% displaced up, and black 100% displaced down.
Maya by default takes black as no displacement and white as 100% displaced up.
In order to fix this, you need to put the following formula into the Alpha Offset slot of the file node which holds the displacement image:
I've always maintained that my reluctance is because I don't have much experience with sculpting (Though I've used Mudbox a little bit), and that no matter how I do it, greyscale displacement maps never look as nice as a normal map.
That being said, I've discovered that greyscale normal maps don't import into Maya correctly (to my view).
Logically, I would expect a value of 50% grey to not change the displacement of an object at all, while white would be the equivalent of 100% displaced up, and black 100% displaced down.
Maya by default takes black as no displacement and white as 100% displaced up.
In order to fix this, you need to put the following formula into the Alpha Offset slot of the file node which holds the displacement image:
=-0.5*%FILE%.alphaGain
Where %FILE% is the name of the file node (or texture node if you're not using a file). We use the value of -.5 to shift the midpoint down 50% from white to mid grey.
Your displacement should now work correctly.