ZBrushCentral

reverse morph brush

New to zbrush – but am really liking it. Am wondering if there’s a brush that brings the model back to its original state?

So say you paint a bunch of displacement. You’re happy with some of it, but other areas you want to re-work. Is there a brush that you can hit the area with that will take it back to the original form?

I tried the smooth mode, but doesn’t seem to quite do what I want it to do.

Thanks in advance for any suggestions, pointers etc.

Have you try to smooth out, starting from lower subdivision levels towards higher?
Usually it works.

Thanks, that works better. I think the surrounding paint is still twisting the area a bit but I was able get it back much better.

Thanks again!

When you press Tool > Morph Target > StoreMT the Transform > Morph and Morph Dot edit mode brushes become available for the current subdivision level. That means you can enter Projection Master, draw some displacements, pick up with Projection Master and then lessen the effect of the displacement. You can do that selectively with the Morph edit mode brush or for all unmasked areas with the Tool > Morph Target > Morph slider.

Just rememeber the morph target is tied to the subdivision level you stored it at.

Edit: Like nearly all edit mode brushes, holding Alt and drawing reverses the operation. For Alt + Pinch brush it pushes geometry away instead of pinching it together, and Alt + Morph brush enhances the geometry based on the morph target instead of restoring geometry to the morph target.

Masking and/or hiding geometry controls the geometry affected.

Hope that helps.

Made a mistake typing there. Try again — I’m not seeing the morph and morph dot brushes. Under transform I have:

Std StdDot
Inflat InflatDot

Layer Pinch
Nudge Smooth

edit curve
move scale etc.

I’m in 2.0 – What am I missing?

Thanks alot for this!!

You have to have stored a morph target for the current subdivision level before the Morph brushes will become available. To store the target, press Tool>Morph Target>StoreMT.

After you’ve done that, the brushes will be available but will not do anything until you modify the mesh. That’s because the brushes restore the mesh to the stored state – which you’re already at if you’ve just stored the target. :slight_smile:

Ah, got it. I did see the brushes when I went down to 1 which is where I stored a target so I could calculate displacement off that.

Will zbrush store multiple targets? For instance one target for every level of subdivision?

If I store the extra targets will I still be able to calculate off the original base mesh?

Thanks much!!

Only one morph target can be stored per model. If you are going to be needing to restore the original low level mesh to create a displacement map, the best approach is to export that level before dividing the mesh. That way, you can return to it at any time regardless of what you’ve done with morph targets.

If you’ve already divided, but also stored a morph target at level 1, go to 1 and switch to the morph target. Export the mesh, then switch morph targets again. You can now go up in level and create a new morph target. You’ll still have the unsmoothed mesh available for import later on when you need to restore level 1.

That sounds great. So how do I bring the original back in to create the displacement. I mean I export the tool at the original base mesh stage then go on to work on it, store morphs at other levels etc. When it’s time to bake out the displacement how do I get back to the original for zbrush to use as the target between the “painted” difference at the base?