ZBrushCentral

Weird clipping plane issue

I’m running into some very odd view angle dependent clipping plane issue. Here are 2 screen grabs.

First one, at the distance and angle, the rest of the teeth are being clipped off, but without zooming and only rotate the view, the rest of the teeth shows up. In reverse direction, the whole tool gets clipped and become invisible. I have no clue why it is happening and how to fix this issue. Thanks in advance!

Attachments

Zbrush-Clipping-Issue_01.jpg

Zbrush-Clipping-Issue_02.jpg

Double >> http://docs.pixologic.com/reference-guide/tool/polymesh/display-properties/
See also>> http://docs.pixologic.com/reference-guide/draw/

What is the scale of your model?

see if tool.deformations.unify fixes the issue

I have tried to scale the tool up and down, had no result. It’s viewing angle dependent. I don’t think it has anything to do with showing double sided either, it’s a water tight tooth, no back face is showing. It feels more like a bug to me, but I wish I can get some confirmation from the official source or anyone else who has experienced this issue and came up with a way to get around it. Like I said, depends on the viewing angle, while I can zoom in to fill up the screen when I’m looking at it from the top angle, I can not even see anything once I rotate to the buttom. It’s very weird. Thanks for the replies so far.

ZBrush version(including any patches)?

4R6 like everybody else… I think? I have tried Deform>Unify as one of the suggestions, but it made teeth huge and away from the rest of the tools…

I’m using ZB4R6 P2…

Oh, I am too, I kind of ignored the P2 part… But I doubt it’s version issue. That’s very strange… if I’m the only one who has experienced this problem. The model was orginally created through Max and should be scaled to cm and relatively close to real life, but somehow, zbrush seems to think it’s very tiny, because I have to set my brush to 1. What I don’t understand is, why would any package doesn’t like scaling. It’s virtual space… why would it care about how big or how small things are? I wish Zbrush have a more simple solution like the rest of the 3D package such as Maya or Houdini to have a closest and farthest clipping plane, so I have more control over it. But this particular issue is weird… it’s not just how close, but also which angle I’m viewing it.

Well…zbrush doesn’t really use a camera, so setting up clipping planes is a bit different on their end. That’s probably why they don’t have an actual setting for it anywhere.

Does this happen on all of the meshes, or just this one? Also, you didn’t say you were working with other applications or had other subtools which is why I suggested using unify. Zbrush uses scale the same way other applications do, that is why when you have dynamic brush sized turned on you can’t get your brush small enough. The same goes for distances, You don’t really set a distance in Zbrush, I mean…what is 100 Z int? Everything in zbrush is based on the idea that your mesh should fit within the preview window. The same goes for working in Maya, what is a brush size of .01? How far is the fall off of 15? Basically, the move brush assumes you’re using a mesh the proper size for it as you don’t set distances in Zbrush, The same goes for Maya, but you set distances in it rather than having to use the same/similar sized meshes. Six of one, half a dozen of the other.

Personally I’d rather have my creative tools based on relatives rather than absolutes. I don’t want a move brush for boulders and different one for pebbles. I don’t want to have to constantly change my brush size when zooming in and out of a mesh (I never use dynamic unless something has to be scaled uniformly over a mesh). I don’t want to have to constantly adjust my falloff and intensity because I was working on a monster’s leg and now I want to work on the tear duct. In maya/modo/max I am constantly changing settings based on where and what I am working on. In zbrush I am free to move all over my mesh at any level and have my brush work the same way regardless of what little/big thing caught my attention. I feel like I am rambling…Does that make sense?

Did using Unify fix the problem though? You didn’t say one way or the other. If it fixes the problem then there is an issue with how you were importing the meshes. Zbrush should automatically scale your first imported mesh to work with Zbrush in the best possible scenario, all other imported subtools should take on those same values as the first so everything can play nice together.

So I have a few questions.

  1. Does the size of your mesh really matter in Zbrush? Can you scale things after the fact? Simply scale all of your meshes up 100x then scale them back down when you’re done in Zbrush.

  2. Can you outline the process you actually used for getting things into Zbrush? Did you start in Zbrush, or another application?

Unify did seem to fix the issue, and now that subtool became huge. And it’s center is offset to somewhere different… It’s pain in the ass to reposition rescale and reorient one subtool, can’t imaging to use this method for 10+ items. Esentially, I export the messes from maya as an obj to zbrush(could’ve been goZ too… I can’t remember, it’s been a long time since started this project). And I just sculpt each subtool and then export obj back to maya and it would pop up at the correct location and size. The reason I don’t like constant resizing through different package is it could introduce error and other inflexible issues. I use fibermesh for guide hair generation so scaling curves can be an issue. I’m thinking you are on the money about the whole tool isn’t fitting nicely inside the preview and causing this issue. Because the tool included parts of building and character and animal all together… so the teeth for the character is off center to the side. Is there still a way to get it fixed? But what I also don’t understand is, why would there be a limit? none of the other 3D applications limit you from placing a mesh at current coordination off to the side.

There isn’t a limit…at least not that I am aware of.

You can use transpose master to scale all of your subtools at once to the proper size inside of Zbrush. You’ll want to delete the lower subD levels first though, and this can seriously strain your machine if you’re working with overly dense objects as everything needs to be combined into a single tool, scaled, and then broken apart again. Transpose master does this for you, but if you’re working with 50 subtools at 10million each your machine can’t handle that so Zbrush will crash. With the newer version of Zbrush 4r7 being 64 bit that should help with that, but still, a 500 million point mesh is probably still going to crash Zbrush regardless of the RAM in your machine.

Scale has always been funny inside of Zbrush, but I do believe using goZ should always scale your models on import and export so you don’t see those issues. When you start hitting import/export is when Zbrush goes all funny.

Eh, anyway. If I were you I would just work on the tool scaled up, and then scale it back into place. If it is just the teeth this shouldn’t really cause an issue as they are all stand alone pieces and can easily be manipulated back into the proper location.

Sorry I couldn’t be of more help.

Thanks Beta for your help. I think scale isn’t the only issue though, because when I tried to use deformation > scale before, it didn’t solve the issue, but deformation > unify did. Which means something else is making it work, I just don’t know what. The reason I don’t use goZ on everything is that it’s still very flaky to me. Lots of error and when it goes back to Maya, it only allows the lowest level, which I most of the time don’t want. I guess for now, I’ll just tough it out and sculpt the teeth at a distance, because moving it back in place was a pain in the ass(my model is already posed… and the teeth is tilted at an angle… We need normal rotation tools in Zbrush!)

It’s a scaling issue. I’ve run into this a lot before I sat down and figured things out.

Check this thread: http://www.zbrushcentral.com/showthread.php?168239-Scaling-Issues-(GoZ-Blender-Max-etc-)-Solution-and-explanation&highlight=scaling+issues

Read that and it should help solve your problem. If you still have issues or questions after going through that then ask. I work with real life units and they’re critical to my workflow. Zbrush was a challenge to get the results I needed but I’ve got a good workflow.