PDA

View Full Version : New plugin: Pixol>Pixel (updated for 3.1 4/19/08)


marcus_civis
07-21-06, 10:15 AM
P2P_thumb.jpg

:b3: Pixol>Pixel aids scaling your model for optimum pixol to pixel ratio: essential for best texture transfer using Projection Master.

:b3: Press the Pixol>Pixel button and your model's scale will be adjusted according to the size of your texture. Reposition your model if you wish then texture your model as usual in Projection Master.

:b3: Your model should have UVs and a texture applied before using the plugin. Draw the model on the canvas and enter Edit mode. Hide part of the mesh if desired. On partially-hidden meshes use the Set Pivot function to ensure the model stays in view after pressing the plugin button.

The plugin works by averaging the texture scale for the whole model, so depending on how you have assigned UVs, some parts will be above and some below optimum scaling. It is up to you to assess where you might need to adjust the scale further but Pixol>Pixel should provide a good starting point.

P2P_body.jpg Whole body scaled P2P_head.jpg Head only scaled

The pictures demonstrate how a texture can vary across a model. The texture applied is a chequerboard of 10 pixel squares and the red square is a 10 pixol square in ZBrush. Clearly in this example the head can be scaled larger than the rest of the body. By hiding the body first, the Pixol>Pixel plugin will scale the head larger so that it is closer to the optimum pixol/pixel ratio.

*** :ex: Please note that the plugin will not work satisfactorily in all situations. Best results are not guaranteed and particular care should be taken with partially hidden meshes and UVs with a high degree of distortion. Planar or tiled textures will (of course) not scale correctly.***

P2P_textured.jpg Textured model

To assess the plugin, Test files are provided in a separate zip. First load the ZBrush document named Pixol2Pixol_test.zbr. This is simply an empty canvas apart from a 10 pixel red square placed on a separate layer. Load a model of your choice and then apply one of the included textures. All are chequerboard patterns of 10 pixel squares. Press the plugin button and compare the texture with the red square.

INSTALLATION:
Unzip the zip file to your ZStartup\ZPlugs folder ..\ZBrush2\ZStartUp\ZPlugs).
You may need to create the ZPlugs folder if you have a new installation of ZBrush.
Restart ZBrush. You should now have an Pixol>Pixel subpalette in the Texture palette, with a Pixol>Pixel button.

The model used in the pictures is one by
Anh Nguyen (http://www.zbrushcentral.com/zbc/showthread.php?t=030040) available for download. Follow the link.

Updated for ZBrush 3.1 April 19 2008
This is basically the same as the original version except for the addition of an adjustment slider. Different types of UV mapping can need different scaling and the slider takes care of that. For example, for AUV tiles leave the slider at 1 but for pelt mapping set it to .5. It's also useful for when you want to work on areas that take up more or less of the UV area.

For best results use the test files (they are still good for ZBrush 3.1).

***Download ZBrush 3.1 version here*** (http://www.zbrushcentral.com/zbc/attachment.php?attachmentid=90531)


I hope you find the plugin useful. Any feedback appreciated. :)

TrapDoor
07-21-06, 10:32 AM
This looks as if it will save a lot of headache when texturing.

Thanks,

TrapDoor

Svengali
07-21-06, 11:04 AM
Nice idea!

Sven

Erklaerbar
07-21-06, 11:22 AM
hehe, great! Gonna play with that now! Hope to give some feedback later, the idea however is :tu:

Many thanks

bicc39
07-21-06, 11:44 AM
Haven't tried it, but appreciate all the effort put into

this and your many other contributions on our behalf.

Hopefully ,down the road, you will be repaid in full, somehow,
for your generosity.

Many Many thanks

aurick
07-21-06, 12:16 PM
Absolutely awesome! This will definitely help people out.

For anyone who is wondering, the importance of achieving a 1-to-1 ratio between canvas and texture is explained in this tutorial (http://www.zbrushcentral.com/zbc/showthread.php?t=27680).

Pixol>Pixel will be a tremendous help to anyone who wishes to ensure the correct ratio while texturing, shaving a lot of steps off my tutorial.

JohnnyBoy
07-21-06, 02:03 PM
Yeah, this is exactly what I needed! :tu: Thanks for making my life easier, really.

Moochie
07-21-06, 02:57 PM
Fabulous! Many, many thanks!

womball
07-21-06, 03:52 PM
Top row soon. :-) So this allows more accurate textures essentially when you pick up in pm?

Wordsmith
07-21-06, 04:17 PM
Marcus.....haven't been able to try this out yet but I will shortly (this has always been a struggle for some reason), but let me echo a hearty thank you for all your wonderful assistance.

Word.

SERJOSEPH
07-21-06, 04:31 PM
What may I say?
Thank you. :tu: :tu: :tu:

Bye

Blaine91555
07-21-06, 05:50 PM
Thanks so much :tu:

Mr micro26
07-21-06, 06:20 PM
it was a bit of time consuming to make texture "tests" about ratio before.
Cool ,thanks man :)
:tu:

rad66203
07-21-06, 10:02 PM
This needs to be apart of Zbrush 2.5! This is a must have! :eek:

Atwooki
07-22-06, 08:10 AM
Incredible, Marcus!! thanks a million, appears to be a GREAT time-saver, and
can't wait to give it a go (or two); cheers :tu::tu:

Chris

Erklaerbar
07-22-06, 01:24 PM
i think it works pretty well, and will be in heavy use :tu:

Rory_L
07-23-06, 09:26 PM
Thankyou for this useful looking plugin, Marcus. I`ve been comparing UV mesh screen grabs in Photoshop with the ZB polyframe display mode till now. Polys that were the same size in both apps. gave good Projection Master results.

I can`t say I`ve tested your plugin extensively, but initial results seem to have it scaling the models to about half the size my Photoshop comparisons would lead me to expect. Even with only one poly left un-hidden. Does this reveal a misapprehension on my part about the relationship between Photoshop and ZB screen space?

Cheers,

R

marcus_civis
07-24-06, 01:14 AM
Thanks for the comments and feedback guys, much appreciated. :)

Rory_L,

Your method of comparing images in Photoshop is a good one, provided your ZBrush screen grabs are at actual size.

Have you tried the plugin with the test files I provide? The descrepancy you are seeing may be because Pixol>Pixel averages the mesh (and takes into account the whole visible mesh, not just the forward-facing polys). I realize that you've tried it with a single polygon but unfortunately the algorithm for partially hidden meshes is not as good and tends to break down when only a few polys are showing. (I hope to improve this but there are limits to the information available thru zscripting.) The test textures are a good way of seeing how the plugin is performing as you can immediately see where texture distortion may be affecting the result.

If you felt like sending me one of your models, I'd be interested to do some tests myself.

HTH,

marcus_civis
07-24-06, 02:00 AM
Here's another method for checking how the plugin is performing. It's ideal for when you have laid out UVs using a pelting method or similar (rather than GUV/AUV tiles).

1. Load your model with UVs assigned.
2. Create a new texture of a suitable size.
3. Press Tool>Texture>UV>Txr This will create a texture showing your UV layout.
4. Press Texture>CropAndFill.
5. Create a new Layer. Create a new texture the same size as step [2]. Draw your model on the canvas and press the Pixol>Pixel button.
6. Turn off Render>Flatten.
7. With your model in Edit mode: Turn off the texture. Turn on PolyFrames. Select a material with transparency such as BasicMaterial and put the Material Modifiers> Transparency silder to about -80.
8. Reposition your model to check the scaling.

TestUV.jpg

Rory_L
07-24-06, 10:49 PM
Thanks for the offer Marcus. Sending you models is not possible: Sony property and all that!

I didn`t know about the low-poly algorithm shortcomings. That probably explains it all.

Haven`t tried the test models you provided: they`re probably beautifully UVd. The UVs I`m working with are anything but ideal, with large UV area/poly size discrepancies; probably quite a challenge for your plugin! :)

I`ll keep using the plugin and give it a more robust trial.

Thanks again,

R

wckedsunny
07-28-06, 05:32 PM
Hey Marcus mound this late but maybe right on time.

great plugin, you should have added it in the plugin menu under your name :tu::cool:;)

froyd
07-28-06, 06:27 PM
wow thanks! gonna try this tonight... :tu::tu::tu:

froyd

mykyl
08-08-06, 04:40 AM
Hopefully this is exactly what I have been waiting for.

Thanks very much.

Mike R

Erklaerbar
08-09-06, 10:34 PM
was using this script heavily for a while now. From what ive seen it works pretty well with heads or bodyparts.

thanks again

marcus_civis
08-10-06, 01:22 AM
Thanks guys for your comments and thanks Erklaerbar for your feedback, much appreciated. :)

fispaste
10-19-06, 04:59 PM
does this work with Mac's?

marcus_civis
10-20-06, 03:24 PM
fispaste,

Yes, it should do.

motolov
04-14-07, 10:47 AM
Thanks i will have a look at this later

DigitalDreamer
04-14-07, 02:20 PM
Thanks Marcus it works great, and will make texture transfer very accurate. :D A great plugin! :tu:

Christian Michelin
07-03-07, 07:45 AM
Do you intend Zb3 this plugin anytime soon?I really feel I could
use for it what I'm doing.

Anyway,it's good to know it exists.

Keep on!you're the lighthouse ZB plugins!

marcus_civis
07-03-07, 08:38 AM
Do you intend Zb3 this plugin anytime soon?I really feel I could
use for it what I'm doing.

Anyway,it's good to know it exists.

Keep on!you're the lighthouse ZB plugins!

Thanks Christian. :)
I need to find out why it's not working in ZB3. There's nothing in the code that should make it work any differently but obviously something has changed. I'll look into it as soon as I can but I'm pretty busy with other things just at the moment.

e1
07-16-07, 02:58 AM
Hi Marcus,


I was surprised to even find a plug-in for this task. I used
zbrush 2 for a couple years and always had the feeling I was
guessing this ratio. Pretty awesome if you ask me.

It would be great to get this to work for Zbrush 3.

Thanks for all your great plugins btw ...

e1

midnightgreen
07-23-07, 04:31 AM
Any progress ?:) I would be interested in this plugin as well. Although painting in PM in Z3 seems to be buggy at the moment

marcus_civis
07-23-07, 11:07 AM
Any progress ?:) I would be interested in this plugin as well. Although painting in PM in Z3 seems to be buggy at the moment

I'm waiting for the update before releasing an update to this. :)

-WOODY-
07-23-07, 11:40 AM
Just be sure to keep us updated.

I'll come back if I have any updated questions. :D

RAMWolff
08-07-07, 03:33 PM
I would be interested in this plugin for sure!! Looking forward to the update so we can get this updated!!! :)

Uh, I think I just updated myself... too manu updates lately!!

DAZ Studio 1.7
Carrara 6 is coming
ZB3 update is in the works....

Crazy..... it's all too much!! :o

but in a good way..... :p

e1
10-15-07, 01:18 AM
Hi all,

Any chance of an update for this excellent plugin for z3.1?

thanks,

e1

marcus_civis
10-15-07, 06:36 AM
Hi all,

Any chance of an update for this excellent plugin for z3.1?

thanks,

e1

Yes, I will release a version soon.

ibrahim_gabr
11-01-07, 07:51 AM
greeeeat plug in I always used it with Zbrush 2 and now with Zbrush 3.1 on the field this plug in is really needed, I ll keep an eye on this thread for updates marcus you have awesome plug ins

justlearning
04-13-08, 03:49 PM
just came across this plugin/topic. i'm trying to get this plugin working with zbrush 3.1. everytime i click the Pixol>Pixel button the model just dissapears till i Alt+Click. but it doesnt seem to be working

marcus was talking about an update. am i doing something wrong or is this known to not function properly with Zbrush 3,1

marcus_civis
04-17-08, 01:31 AM
justlearning,

Apologies for the delay in replying. I've not updated this yet and it won't work as it is in 3.1. If I have a moment over this weekend I'll take a look at it.

Cheers,

marcus_civis
04-19-08, 05:07 AM
OK, here is a version for ZBrush 3.1. It's basically the same as the original version except for the addition of an adjustment slider. Different types of UV mapping can need different scaling and the slider takes care of that. For example, for AUV tiles leave the slider at 1 but for pelt mapping set it to .5. It's also useful for when you want to work on areas that take up more or less of the UV area.

For best results read the info in the first post (http://www.zbrushcentral.com/zbc/showpost.php?p=290367&postcount=1) and use the test files (they are still good for ZBrush 3.1).

Download test files (http://www.zbrushcentral.com/zbc/attachment.php?attachmentid=36871)

Note: If you installed a previous version of Pixol>Pixel delete the .zsc file before installing the new version.

aminuts
04-20-08, 03:08 PM
Thanks Marcus!

Atwooki
04-22-08, 02:43 PM
Many thanks for your work Marcus - a much needed addition :)

Chris

bisenberger
10-18-09, 06:33 AM
Thanks!!! Super cool:tu:
Will this work in 3.5r2?