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I have been unable to get the 3D copy function to work correctly. I can easily get color and texture, but the Z information doesn't copy even though the intensity is set to 100. Can someone help me out? Thanks.
Pixolator
04-20-01, 05:29 AM
Welcome to ZBrushCentral brn :)
3D Copy is currently only affecting the Coloring of a 3D object or it’s texture. The main use of 3DCopy is in the texturing process of 3D objects. If you are interested in deforming a 3D object based on the elevation (depth) of pixels (pixols) that are currently imbedded in the canvas, than you can use the MRGZGrabber tool to create an elevation-alpha-map which can be applied to a 3D object when applying deformation.
If you would like more information about an effective texturing process or the process of deforming a 3D object based on pixols depth, please let me know and I will post a more detailed explanation.
-Pixolator
Thanks for your help. Will pixol information be part of the 3D copy function in the near future?
'Morning Pixolator.....If you have the spare time, I would sure like to see a tutorial on this subject. :D ( If you would like more information about an effective texturing process or the process of deforming a 3D object based on pixols depth, please let me know and I will post a more detailed explanation. ) Thanks in advance & have a good one..... :cool: Mark.
JohnArtbox
05-29-01, 04:25 AM
Oh god yes pixolator, I've been trying to work out how to paint a displacement texture onto a 3d model but I'm still trying to wrap my head around zbrush's paradigm. I would like to know how to load an image into alpha and add/modify that image progressively as I paint. The colour texture works fine but can we load in textures(alpha's?) for attributes like bump, displacement, specularity etc?
Is there a new manual in the works?I've read the entire forum and downloaded the zacademy pdf but there are still so many sections not documented.
Beatiful program
John
:D :D :D
Mind if I shed a little light here?
There are a number of ways to apply texture and/or depth info from the canvas onto a 3D object; here are three.
Start with a simple texture on the canvas:
http://www2.zbrushcentral.com/zbc_uploads0/user_image-991163384ovo.jpg
The first method is the one you've already discovered; the 3D copy button.
http://www2.zbrushcentral.com/zbc_uploads0/user_image-991163147lst.jpg
This projects a flat image of whatever's behind the 3D object onto its surface.
http://www2.zbrushcentral.com/zbc_uploads0/user_image-991163162lqy.jpg
BTW the "S" button stands for "shaded", so you can choose whether to copy the background image with highlights and shadows intact. This gives you a flat representation of depth attributes.
The second and third involve the MRGBZ Grabber, in the Tool palette. Grabbing a selected portion of the canvas simultaneously gives you a texture (the image grabbed) and an alpha (the depth info grabbed).
You can use the grabbed alpha as a mask (I think this is what John means by a displacement texture?).
The second method is to simply wrap the alpha around the entire 3D object. Use the "ALP" button in the Tools:Modifiers:Selection sub-palette.
http://www2.zbrushcentral.com/zbc_uploads0/user_image-991163694kqj.jpg
This gives you a wrapped mask:
http://www2.zbrushcentral.com/zbc_uploads0/user_image-991163736rub.jpg
You can use sculpting tools or Deformation sliders (in the Tools:Modifiers sub-palette) and they'll ignore masked areas. For example, the "SizeXYZ" slider:
http://www2.zbrushcentral.com/zbc_uploads0/user_image-991163830gzk.jpg http://www2.zbrushcentral.com/zbc_uploads0/user_image-991163843ikv.jpg
The third method is a little-known trick. In Edit mode, use the Move tool, hold the "ctrl" key, and drag the alpha over the surface of the object (here's a drag in progress):
http://www2.zbrushcentral.com/zbc_uploads0/user_image-991163922odb.jpg
This applies the selected alpha over an area you choose, and sculpt/deform tools work in a similar manner:
http://www2.zbrushcentral.com/zbc_uploads0/user_image-991163966msm.jpg
Masking is one of my favorite features of ZBrush -- in addition to what I've mentioned here, you can apply a mask mathematically (download the tute from pixologic.com), or from texture information such as intensity, hue and saturation.
Hope it helps -- have fun!
dave
Thank you Davey! Awesome tutorial :)
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