Hi!
I took the Curtains tut’ which exist in the demo and It rased a few questions for me. first, this is what I made out of it:
now, for the Q:
1.I used the MRGBZGrabber with the “Shadded rgb” button unpressed, but I think It still grabed shading information- in the texture that it grabed, the bumped areas of the curtains are brighter (highlighted?) and the sunk areas are darker (shaded?) Now isnt it a shading information?
2.what are the diferences between the ‘Int’, ‘Sat’ and ‘Hue’ buttons in the Sellection Subpallete? Is the a diference between a texture’s rgb intensity to it’s saturation? Or does the RGB intensity is more like the Opacity?
3.Is there a way to flip something horizontaly or veticaly? I rotated the left curtain to the other side to create the right curtain, but fliping should have given me a diferent result since the depth of any pixol would had stay the same)
that’s all I need to know! thanks and I wish you all a great Zday!
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Yes, that is shading info. However, sometimes shading is painted on too, maybe that’s what you’re seeing.
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Int used the brightness of the color, Sat uses how grey/not grey it is, and hue uses how red, green, or blue it is. (Hope I got all that right.)
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Use Tool
Modifiers
Deformation
Mirror
thanks Muvlo!
still I can’t understand the grabing issue. if the “shaded rgb” was UNpressed, why then it grabed the shading information?
The reason is that the shading you see is not really shading. Shading is applied to 3D objects by ZBrush’s renderer. What you are seeing is RGB color fading from a bright color (red in this case) to black, which creates the illusion of shading.
Hi, uriash
You’re right about how the ‘Shaded RGB’ button should work. Now let’s see if we can figure out why it isn’t working for you…
First, let’s examine a simple document:
You’re looking at a bump, with a single light in the upper-left area casting a shadow in the lower-right area.
Now we grab the canvas, with ‘Shaded RGB’ pressed:
Two grabs occur: one takes a flattened “snapshot” of the canvas and places it in the Texture palette (with all shading information intact as we specified). The other adds the depth information to the Alpha palette – lighter areas are nearer, darker areas are further away.
Note that the Alpha information is not shading information because it’s the same no matter where the lights are placed – it’s simply a record of the depth information in the document.
Here’s how the Texture portion looks with ‘Shaded RGB’ un-pressed:
There’s another possible reason you’re seeing shading information when ‘Shaded RGB’ is un-pressed. You may have inadvertently pressed the ‘Bake’ button in the Layers palette:
This may have happened if you pressed its keyboard shortcut, ‘Ctrl-B’.
The Bake button re-draws the entire layer, with all existing shading and material information, in plain colors (using the ‘Flat Color’) material. After Baking, all shadows and highlights become part of the color information, and are added to the Texture palette if an RGBZGrab is performed – with or without ‘Shaded RGB’ pressed.
Thanks for the question,
dave
Hi Dave!
Thank you for your clear explanation!
I tried it now again and it didnt grab the shading of the brush strokes, but I think that last time, the reason for the grab of “shadings”, while “shaded rgb” was unpressed, was not because I inadvertently baked the layer (although I wont be surprised if I did so in other times…) but maybe it was because I used the “alpha brush” to paint the strokes for the curtain (as the tutorial asks) and maybe those black and whites were caused by the shape of the brush and were’nt shades and highlights at all?
now if it’s right it raises a new question: o.k., the alpha brush paints with the selected alpha, but doesn’t it just what the simple brush do?
Here you can see the test I made about the differences between the two brushes and the grabs of each, while in “shaded rgb” off:
in the first pic (1) you can see the strokes made with the simple brush. (2) is the grabed texture with “shaded rgb” unpressed. in (3) I used the alpha brush for the strokes and in (4) you can see the grabbed texture, again, with “shaded rgb” unpressed. now, in this one (4) the dark areas really look like shades. well then, my question is what are the differences between those two brushes that cause them to act diferent while grabed? is there any place where this issue had been dealt?
thanks again (and again) and have a great z day!
There are actually a couple differences between the two brushes.
First, the Alpha brush interprets the depth information of the alpha a little bit differently than the Simple brush does. You can see this in both the tool preview and in the grabbed alpha. The Alpha brush maintains a uniform depth, regardless of Draw size. The Simple brush’s depth varies based on the Draw size.
Second, the Alpha brush has a modifier to blend with the background color. This is active by default. As a result, you get darker edges, since the background color is set to black in your example.
Hope that clears things up!
thanks & thanks again
o.k., one last question (for today):
is there a way to draw with one of those brushes with no depth, other then using the flat color material and other then drawing on a plane with Zadd off? when I try drawing with ZAdd off just on the background (not on a plane) it doesnt draw and it’s a bit strange. another strange thing is that there arent any “vector-like” alphas, like a precise circle, with no fading at its ends. there is the precise squere alpha but a circle one is much more needed for my opinion.
well, I’m sorry for all this nuisance… and thanks again
Hi Uriash
May be with the Tool “Brushpaint”
Pilou
For a precise circle, try alpha 14.
Hi, and thank you pilou and muvlo
Well, no matter what I tried, I havent succeeded to make a simple vectoric smooth circle with any of the brushes. I tried the “Paint Brush” as Pilou suggested, with alpha 14 as Muvlo suggested; I filled the layer with color, so I could reduce the Z intensity slider down to 0, and to turn Zadd off, I even remembered to move the blur slider in the Alpha palette to 0 (I tried also to move this slider to -15 although I dont know what it means).I use the DragRect stroke as to achieve exactly the circle that those adjustments could produce. and, as you can see in the first pic (the blue&green one), still I didnt get a smooth vectoric-like circle.
Then, In a sudden realization, I tried using the circle3d tool, and the plane3d tool as brushes, and I found what I looked for…
as you can see, it’s edges are still a bit pixelated but this is due to the low res of the demo I suppose.