ZBrushCentral

Mask Selection and Skip (Explanation)

Upham had the following question at 3DCommune, and under the premise that if one experience user is mystified then others probably are, too I’m posting it and my answer here.

Q: Well time for me to ask a question!!
Has anybody managed to understand the Selection & Skip sliders in the Selection Subpalette??!! I’ve reread pages 193 + 194 of the manual a few times tonight, and well I still don’t get it?! All this time I’ve been guessing how to place my masks on objects, adding an extra 1/2 onto my ZBrush production. I’ve never understood them from day 1, and really should climb this mountain!
Cheers in advance!
Upham :slight_smile:

A: There are two keys to understanding these critters. First, they only work in conjunction with Row, Col and Grid. Second, they only work on the masked sections of your object. In other words, they control what parts of your model that you wish to become UNmasked.

Selection determines the number of polygons that you wish to become DEselected (unmasked) when you click on Row, Col or Grid. Skip determines how many masked polygons to skip before running the next unmasking operation.

Take a sphere with only 30 rows and 20 columns. Turn off SH and SV so that you can see the polygons themselves. Now in order for these functions to work, the object must first be masked, so click the button to mask the entire object. Set Selection to 8 and Skip to 2. Click Row.

8+2=10, so with 30 rows of polygons, you will get a total of 3 masked areas. ZBrush starts by unmasking half of the selection value from either end – so four polygons from each pole will be unmasked. It then leaves 2 polygons masked (your Skip setting) followed by unmasking another 8 (your Selection setting). It then leaves the remaining 2 polygons masked in the very center. (You can see the polygons extra clearly by clicking outside the sphere to turn the subdivide function completely off. While you hold the mouse button down and turn the sphere, you can clearly count 4+2+8+2+8+2+4=30.)

Now reverse your values. 2 for Selection and 8 for Skip. Click the Col button. First off, the unmasked areas remain unmasked. Remember: these buttons only work on MASKED areas, because they control the polygons that will become UNMASKED. They have no effect on areas that are already unmasked. This time, though, you get 1 unmasked polygon from either end (half your Selection setting), followed by 8 polygons that are left masked, followed by another 2 unmasked polygons. 1+8+2+8+1=20 – the number of columns that your sphere is made up of.

Presto! You now have a sphere with a total of 6 masked areas, each one 8 columns long by 2 rows wide, and with a narrow space of 2 columns between them running along the equator.

As you can see, it’s actually a very powerful way to select symmetrical sets of polygons from within the masked regions of your object. You can apply it to the entire object by masking the whole thing first, or only to specific spots by painting a mask on. And of course, you can invert your mask when you’re done (which in the example would leave 6 unmasked areas).

Two special notes:

First off, if you leave Skip alone, then ZBrush will assign the same value as what you have for your Selection setting. Thus, Selection 4 and Skip 0 is the same as Selection 4 and Skip 4.

Second, it pays to start with an object that has a number of rows and/or columns that is evenly divisible by the planned sum of your Selection and Skip values. That was why I went with 30 and 20 for the sphere’s Initialize values. 8+2=10, so I guaranteed that I would get a nice even result of 3 by 2. If ZBrush can’t give you an even result, it fudges a little with the last time it performs the unmask/skip combination to even things out. It will give you the proper Skip value (the proper number of polygons to remain masked), but it will cut the final Selection value short.

Hope that makes sense! Give it a try with low poly objects with SH and SV turned off to really see it at work. Then try making a candy bar. (Hint: It’s really just an even grid with some inflated rectangles and uninflated spaces between them.)

A marvellous explanation and certainly one I’ll save to my reference files.

Bravo Aurick

The Flooze

Wonderful! I too never got that stuff. Thank you! :slight_smile:

Speaking of Mask Try this.
1:grab a 3D object
2: edit mode
3:hold your (ctrl) as you would to mask it.
For a sample now try this.
1:grab a 3D object
2: edit mode
3: Switch in to (MOVE) mode or hit the letter (W)
4: Pick another ALPHA brush.
5 : (ctrl) now drag.
this is like applying alpha in modifiers>Selection ALP.
good point about this is you can control the SIZE of the alpha your applying and what part you want to apply it on…
hey how do you get rid of that jaged edge when applying alpha some one told me but i for got.

Yes, EZ, there are several different ways to apply a mask to an object, each useful for different things. The explanation above is for the Mathematical method, which is the one that seems to confuse people the most. It’s probably the least used method, but is extremely handy under the right circumstances.

For a full description of the various methods that are available in ZBrush, check out the Masking ZScript in the Primers folder that comes with ZBrush.

To answer your question about the jaggies, it’s a matter of mesh density. Masks apply to full polygons. You can’t have a polygon that is half masked, half unmasked. So the lower your mesh density, the more apparent those jagged edges will be. For anything that’s going to involve an alpha or texture mask, I recommend starting with the highest mesh initialization settings. You may even want to do a divide before you mask. Once you’ve done what you want, such as hiding points, you can always optimize the mesh to reduce your count again without too much loss of quality.

cool thanks i never even seen the Masking ZScript in the Primers folder .
now i did…

Oh! You did post the answer here too! Good on you! :+1:
I still say there’s a good script idea here! Something that automates the MASKALL and apply row/col/grid mask, and lets you see the results interactivly. (any takers?)

Thanks for taking the time to write this up Aurick! I had a dozen questions answered here (applying row/col mask is UNmasking those areas)
Upham :slight_smile:

PS reading my late-night post I ment to say “add an extra 1/2 hour:wink:

Ahhh! This thread needs some pictures! Too wordy!! :smiley:

thanks for explaining selection and mask a little clearer for us… i too was having problems figuring it out…

Thanks a lot, Matthew!! I sort of work the math out at the time, but thanks for a nice, clear explanation…
And I’m with Upham, but I would go one farther…I’d like to see if the script makers could have a run at the whole masking deal, automating placement of exact masks, and even ‘edge-pad’ functions for the determination of profile characteristics of inflations and extrusions…

WHOA…How’s that for long-wided AND demanding?