ZBrushCentral

Texture spec and transparency

Ok one more question.

I’m wondering if there is a way to control the specularity of just part of a texture as in the earth pic below I need to make the specularity of the water much more then the land part.

Second, transparency if you look at the picture with the clouds there seems to be no way to use gradient gray scale maps for transparency can this be done with textures.
I have applied the maps to different spheres on different layers

Sorry to ask so many questions but I’m just starting to try and figure out ZB’s textureing and materials and figure out how to use them in such a way that I would be able to export models and textures to other programs for animating. I have a good understanding of the way ZB’s mats and textures work its just getting the details down that has me wondering if it is possable to use the texturing with other programs.

Thanks again
Dave


For the specularity, you have two options.

One of the interesting things about textures created within ZBrush is that if you paint them with MRGB turned on, the texture will retain material information. This means that you can texture the land with one material and use a different material to texture the water. Of course, when the texture is exported from ZBrush the material info will be lost. But within ZBrush it works fine!

Your other option would be to use a third sphere. Make the innermost sphere the water one and fill it with your ocean color and a nice oceanic material. The second sphere should be only the tiniest bit larger, and will only have the land. You’ll need a high density mesh, but you can use a mask to delete the water parts of the sphere so that the inner sphere can be seen through. For the clouds sphere, make an alpha out of the texture and use Photoshop’s levels to minimize the greys. Then use that as a mask to remove the non-cloud sections. Apply the un-altered cloud texture and maybe give the material a bit of transparency (in which case you’ll need to put the clouds on a different layer from the rest of the planet and turn off Flatten Layers in the Render palette).

ZBrush doesn’t support partial transparency in texture maps or masks. With Texture transparency, only an RGB value of 0,0,0 will give you transparency. Anything else will be grey (or nearly black). With Alpha masks, a polygon is either masked or not masked for whether it can be hidden or not. Again, there are no partially transparent polygons.

You’re getting there!

is this what your looking for on the transparency Part?
Half Soild Half transparency.

all Z

Thanks again guys,
Yes EZ that is what I’m looking for but on only parts of the cloud model/layer

Following Aurick’s lead, here is what I would do (At least for specularity):

First, using an image editor (Photoshop) I created 3 images:

  :red_circle: A      [img]http://www2.zbrushcentral.com/zbc_uploads/user_image-1033405995zmt.jpg[/img]      Texture Map
  :red_circle: B      [img]http://www2.zbrushcentral.com/zbc_uploads/user_image-1033406020pjt.jpg[/img]      Stencil mask
  :red_circle: C      [img]http://www2.zbrushcentral.com/zbc_uploads/user_image-1033406056irh.jpg[/img]      Alpha Mask

  :large_orange_diamond: First, Load Texture A, then Fill layer using a flat material
 [img]http://www2.zbrushcentral.com/zbc_uploads/user_image-1033406122brm.jpg[/img]     

  :large_orange_diamond: Then Load Texture B as an alpha and click on Make Stencil
 [img]http://www2.zbrushcentral.com/zbc_uploads/user_image-1033406365npk.jpg[/img]     

  :large_orange_diamond: Go to Stencil Menu and click on Stretch
 [img]http://www2.zbrushcentral.com/zbc_uploads/user_image-1033406397nqy.jpg[/img]     

  :large_orange_diamond: Select a glossy material and Fill Layer (then turn off Stencil)

  :large_orange_diamond: Select the MRGBZGrabber tool.  Under Modifiers turn off Shaded RGB and Autocrop.  Under the Draw Menu, select MRGB
 [img]http://www2.zbrushcentral.com/zbc_uploads/user_image-1033406595zub.jpg[/img]     

  :large_orange_diamond: Grab the entire canvas.

You can now use the new grabbed texture for your sphere.

Additionally, You can use texture C as an alpha mask and inflate slightly to create some depth.

Here it is, real quick.

Once you have 2 different materials selected, you can play with options to get it right. For example, I selected basic material 1 for the land and basic material 2 for the water. I was them able to add color bump to the land to give it depth rather than using an alpha mask. However, you need to add the same ammount of color bump to the water so the 2 materials blend better. Other attributes should match for better blending, you will need to experiment with this…

hmmm gonna try this Kaz.

I’ll let you know how it works.

Thanks
Dave

I was going to suggest something similar to Kaz suggestion, but I might add that you can apply the texture as a mask, using INT under selection. It uses the texture’s intensity levels to mask the object. Then, fill the object with the appropriate material. When you remove the mask and switch to a flatter material, the previously masked parts stay glossy.

you know i wouldn’t Cheat?

OK EZ your gonna have to tell me what this is all about.

oh sorry i messed your reply.
see the ball i cut it in half and added texture to one and the other with Transparncey Then i stuck them togeather to look as 1.
half soild half transparncey