Has anyone noticed that the vertices of non-planar polygons have horizontal lines regardless of their orientation in space? Shadows look terrible when applying BPR.
Checked on versions 2022.0.5, 2021.7.1 and different computers. I didn’t notice it before, but now I can’t stop bothering about it.
Is it supposed to be like this?
The examples below are created from PolyMesh3D via Tool palette > Initialize > QSphere with MatCap Gray and SketchGummyShiney.
Hello @Gekslee ,
ZBrush renders subdivision surfaces. In subdivision surface terms what you have there is a curved surface without sufficient points to smooth it. Smoothing a curved mesh surface in ZBrush is done by subdividing the mesh.
Go to the Geometry palette and disable the SMT button next to the “Divide” button and subdivide the mesh multiple times. This will eliminate most smoothing and keep your planar facets sharp and flat, but there must be some sort of transition between the points of a polygon. If this transition is not a plane, then it is a curve and curved geometry needs to be smoothed.
You could also preview this non-destructively with the Dynamic Subdivision “Flat Subdivision” feature.
Hello, thanks for your reply, @Spyndel. I realized that this is a feature of rendering non-planar faces in ZBrush.
I’m used to the fact that non-planar faces are automatically divided into triangles with normals pointing in the same direction in other 3D programs and it looks good. It would be great if ZBrush could do the same.
ZBrush is first and foremost a specialized high poly sculpting program. Any kind of real time smoothing effects would be both redundant at the polycounts needed to get good sculpting results, and have a negative performance impact when multiplied by the polycounts ZBrush uses. Additionally, triangles are sub-optimal topology for many processes in ZBrush and avoided where possible.
When working at low poly, use Dynamic Subdivision to preview the subdivided mesh non-destructively. Again though, this feature will have a negative performance impact if applied to a higher resolution mesh.