ZBrushCentral

Shader Blending (or Material)

I everyOne, im a novice with ZB2.
My question is very short.
Can i have a Soft Blending (like blur) between many Shader or Material on the same mesh ?

Cause i can just Brush some RGB with alpha feature works, if i want glossiness and mat Material or Shader, on the same surface, i cannot make works the alphaTool(like blur between them).

In MRGB, the material cut directly for anothere, but the color make a soft transition, same with the RGB, but with only
M, its not work.

THX very well

Daprato

perhaps lowering the instensity near where both meet …the edges… of both materials will help blend them better to your liking?

thx man, but no, its not that, the intensity
changed nothing. I have always my hardedge
between. Iam a 3dmax user, and in max, to blend many deifferent material, we use some
alpha texture, and have a completely 32 bit
to have a smooth result.
I want to try to apply a mask on a material to see the other material under. Its another way to see whats im saying.

thx

waitfor reply

I don’t think it can be done, it’s one of the old limits in zb and I don’t think they fixed it in version 2.

one thing you can do is save different versions of the same material with different specular levels, these will blend seemlessly as long as they are the same material, but give you varying specular.

ok, yes.
I can save many render, with diferent material, gloss, or matte, and after, in PSD make my mask. Its my last chance, i think.

thx

In your Material palette, you have buttons for copying and pasting materials. What you need to do is copy one of the two materials and paste it into a slot that you’re not using. You can then modify its material properties to be partway between the two that you wish to blend. Paint this new material into the blend area.

If your materials are VERY different, it may be necessary to use another interim material or two, as well.

Another option is to do your final render and export the scene. Select the Flat Color material and import the document back into itself. You’ll then have all the depth, but it will be the Flat Color material. You can now use the correction brushes (such as blur) to clean up those edges.

Yet another thing to bear in mind is that in many cases the material problems will go away if you work at double your desired size and then use AA Half before exporting. This also cleans up the edges of objects.

maybe i am getting what you want to do wrong…but I do my skin materials in two steps…one …what i call an undercoat …to achieve the colors one sees in human skin in say a bright light or hell even a normal light…then I over paint that with skin mats with very low intensity to build it but not overwhelm the underpainting…much like real painting in oils or acrylics…in layers…works great for me…but I am not sure of your objective or goal…without a view of the work…suggestions are only relative to our own experiences.