Hi, Does anyone know how to change the material on a subtool in Keyshot but keep the original ZBrush polypainting. The video demo on Pixologic.com (http://pixologic.com/zclassroom/homeroom/lesson/zbridge/) shows Joseph Drust changing the material by simply dragging the material onto the subtool (and keeping the polypainting). When I try it, the polypaint is removed!
Thanks!
Hold ALT when dragging a material to retain texture (polypaint is sent as a texture).
Thank you so much! I’ll try that. I couldn’t find anything about it in the manual.
There’s actually a prompt that appears at the top of the screen in Keyshot when dragging a material that tells you to do it, but it took me forever to notice it as well.
Hello
I have a question regarding zbrush bridge to keyshot, it appears to me that when i apply a material in keyshot while maintaining alt to keep the polypaint data as explained in this thread, it works, but it also keep the matcap shading and i absolutely dont want it as it add unrealistic shading to the rendering… do you know if there is anyway to keep the polypaint as diffuse only and get rid of the matcap ? either in keyshot or before exporting from zbrush.
Thank for your answers !
If you export an object from ZB into Keyshot with active polypaint, it turns both applied matcap color and polypaint color into a single texture map, so it resembles what you are exporting from Zbrush as closely as possible. Holding ALT while dragging textures in KS will replace the surface properties, but not the underlying color. If you are relying on vertex color and not an applied texture, make it look different before it leaves Zbrush.
If you want the polypaint to be more reactive to the assigned color of the material shaderballs in Keyshot, export the object with a more neutral material shader applied, like Flat Color or Matcap White. Then check the “Blend with color” box in the Base color section of the material properties in Keyshot before applying a shaderball.
Thank you for your answer
But it seems that as i thought you cant totally get rid of the matcap and just use the polypaint data… it seems odd to me
( my first try was to apply the flat color material in zbrush, but it doesnt work. it create a simple matcap but with shades etc. )
to test it out you can try to apply the toon shader from keyshot while maintaining ALT and you can see if there is some shading from the matcap or not
I really hope they ll offer this option in the future because having some shading info is totally irrelevant in an external render engine.
The flat color material has no shading info baked in. Any shading you see in Keyshot is a result of the Keyshot lighting and surface shader.
Hello, thank you the time you taken for the test !
on my side when i assign the flat color material i still have a standard matcap in keyshot, unlike in your screenshots the toon material shows me some matcap shading… however i just did another test by switching off all lights in zb and put a 100% ambient light and that did the trick. Anyway thank you for your time again… this bridge things can be really great in the future but we need some refinement in the workflow i think to make it more effective
Have a nice day !
I sometimes encounter issues with getting a material (from zbrush) to update in Keyshot for whatever reason. Perhaps this is your problem. Try sending a flat color embedded object from Zbrush after restarting both programs.
I assure you, I didn’t adjust the ambient lighting at all.
Yep found the issue, in fact the first time you send a subtool from zbrush to keyshot with a matcap, even if you change it afterward it will retain the first one… so we need either to delete the temp material in the “external renderer” folder in “Documents\ZBrushData\ExternalRenderer” or just rename the subtool, change the mat to flat and resend it to keyshot.
hope it helps for now, and that it will be handled better in next versions of the bridge