ZBrushCentral

Attempting to inflate via Alpha-Getting pixellated edges-Any suggestions?

Hi folks,I’ve been attempting to drive an inflate on a plane in transform mode from an alpha taken of an imported black and white texture.
When the texture is view on the plane it’s nice and sharp.

However when in transform mode>tools >selection, the derrived mask from the alpha(derrived from the texture) appears with pixellated edges.

Is it possible to get nice sharp defined edges on a alpha generated mask in selection?
I’ve been trying for ages to drive an effective emboss using this method.
My original imported texture is 72dpi.
Should it be higher?
Or is my error more fundamental?

advice appreciated :slight_smile:

Try increasing the mesh density,
Tools :small_orange_diamond:Initialize :small_orange_diamond:HDiv and VDiv. :slight_smile:

Hi Boozy Floozie . . . :slight_smile:

The best way to get the sharpest edges with what your doing is: When you first select you “Plane3D”, go to “Tool / Modifiers / Initialize” & raise the “HDivide & VDivide” to the maximum, that will help some. 2nd, Where ever you create your “Alpha Mask” try to use a higher resolution & maybe even a larger over all image size. :wink:

Sometimes this will cure the jaggys problem, if not, then there’s no other solution that I can think of at the moment. The reason your getting jaggys is because the procedure your using uses each individual polygon of the object for coloring. The higher the polygon count, the smoother the edges. If you don’t try to inflate the texture or alpha, then as you say, everything is crisp & sharp, because it’s using the whole object for coloring. :smiley:

I hope this makes some sense to you? :confused: Have a good one . . . :cool: Mark.

Sincere thanks folks for the sound advice.
I will attempt to give this a whirl.
I’ve learned alot today

Blessings be upon you both a thousand fold.

The Flooze of Booze