Solving 32-bit displacement mapping problem
With the innovation of computer-aided design technology, nowadays planning sketches and models have become much easier than it was before. There are several tools like Zbrush, for instance, that combines 3D/2.5D modeling, texturing and painting. This tool is quite good for sculpturing - it is used to create high-resolution models for movies, games, and animations. Another animation software is Maya that offers comprehensive tools for 3D animation, modeling, simulation, visual effects, rendering, etc. But when you want to use a sculpture created in Zbrush to use in Maya, there may be several complications due to a combination of textures and image formats. What you get is not always the result you expect - you may end up with a huge collection of textures that needs to be connected in Maya. Lots of the customers apply to ImageConverter Plus because they are having trouble with Maya and 32 bit displacement from Zbrush. Although ImageConverter Plus does not work with 3D graphics in general, the conversion job typical of this task, namely from TIFF to EXR
is a routine process and can be performed on a single image as well as image batches.