QuoteMake sure the uv's on the flat plane you sculpt from are not sitting exactly at the uv borders, I always shrink them by a small fraction
This is true in a Mudbox workflow as well.
I am just going to say some bits about what I *think I know* in response to some bits above, and hopefully someone will correct me if Im wrong.
In the little experience I have in sculpting anything, I find the more perfect the quads on the low polly the better looking the high polly will be. That is if you have rectangles on your plane for some reason, you will have stretching. I am not sure how Z-brush works, but I don't understand how you are getting stretching? Just subdivide more? Because from a plane object all quads should be perfect? No matter how/where that plane object was created!
Perhaps the problem is not in the sculpting, but in the map? How much data can a vector disp map hold? And what data exactly that is?
Because I don't see from how mudbox works, why so much of whats being discussed is being discussed. If your working from a plane, than the quads on the plane should be perfect from the get go, and remain perfect to the highest sub level. But once the sculpt is saved as a displacement map, what does that even matter?.. if it looks good as a sculpt, the map should look just like the sculpt?.. Or is there some degradation ones its brought into Terragen? This last idea would be strange to me, because I always get in terragen, exactly what I saw in mudbox...So far anyway.
And on a side note,
Mudbox has a complete PTEX workflow. I am wondering what would happen if a Vector displacement map was generated from a PTEX sculpt and then used in Terragen? Based on what you guys are saying above one is lead to believe that Vector Displacement maps contain UV coordinates. OK, but what does that matter in TG?
Once its projected in Terragen, isn't it the planet's UVs that matter?
@chris_x422
Is the red sculpt a terragen render of the vector with no other nodes added?