ZBrushCentral

Answered: GrabDocAndDepth: Would be nice to have another option

I was really excited to see that 4r5 can now export a PNG with alpha information using GrabDocAndDepth, but it would really be great if we could get an option to not fade the alpha. I know that BRP Render Pass saves out a mask, but it always requires us to use some image editing software to add the mask to an alpha channel.

Being able to export a PNG with full transparency and no fade would greatly increase productivity for sprite based game development.

Saving as a PSD will keep the alpha channel information for later use via Photoshop’s “Channels” menu. If you save as a PNG, the alpha channel will be mixed with the texture and the model will be partially transparent based on its depth.

Once you have the PSD version in Photoshop you can easily adjust the levels on that channel to convert it from grayscale to pure black and white.

Thanks for the reply, aurik.

I realize that it is possible to adjust the channel settings, but it would be great if we didn’t have to do this extra step. If I could render, grab the doc, and export a PNG with transparency, then I could throw the asset in game without using another application (which I think Pixologic is trying to move towards… ZBrush for the end all asset development package! :D).

Best regards