ZBrushCentral

Assigning the same MatCap to multiple SubTools?

I hope this isn’t a stupid question, but I’m getting confused with MatCaps and how they associate with SubTools.

So, I’ve made four different models, exported each out as it’s own SubTool, then brought all four of them together in one document. They each were polyPainted separately. Now, I want to assign the same MatCap to all of them, however, only two appear to have the desired MatCap. When I toggle off the texture (hitting the paintbrush icon next to the eye in the SubTool) I see that they all appear to have the same material, but when the textures are toggled on, the Shark and Turtle models are washed out.

How do I know what model is getting what MatCap? It appears that when I select a MatCap, they all change, but the textures on two of them cancel out the MatCap?

Alternatively, I’m sure you can associate a single MatCap per SubTool, correct? This is just a bit confusing to me, as I’m still getting up-to-speed with ZBrush’s method/madness :wink: of material settings and how LightCaps effect them, etc.

Am I simply missing a toggle or assignment somewhere?

Also, I notice that whatever SubTool happens to be selected, the remaining three will render out duller than the selected one. The Shark was selected in both examples above. How does that have an effect on BPR renders?

Thanks,

-Steve

Attachments

example-1.jpg

example-2.jpg

When I toggle off the texture (hitting the paintbrush icon next to the eye in the SubTool) I see that they all appear to have the same material, but when the textures are toggled on, the Shark and Turtle models are washed out.


As I understand it, there are two elements to polypaint: the RGB color data that you’re thinking of, and the material. These can be painted with the M, RGB, and MRGB brush options.

So if the polypaint contains it’s own material information, then as long as polypaint is being displayed (polypaint:colorize or the paintbrush icon on the subtool window), that material will be displayed on the tool as well, overriding the currently active/selected material. If you turn off polypaint then you’ll just see whatever material is currently selected.

So to assign a material to the polypaint, toggle on m, select the material you want, and use Color: Fill Object to add the same material to the polypaint. Or, you could fill them with the flatcolor material, which would remove any existing material information from the polypaint, causing the result to be RGB+ whatever material you switch to.

lso, I notice that whatever SubTool happens to be selected, the remaining three will render out duller than the selected one. The Shark was selected in both examples above. How does that have an effect on BPR renders?

I’m not sure it is supposed to have an effect with BPR. When Polypaint is turned on every object should appear bright as if it was selected (same when rendering). You can also turn this off through Preferences: Edit: Inactive Subtool Dimming

Thanks Cryrid! I got a similar response to my recent Tweet query as well. I was missing the Color: Fill Object portion.

Alright, let’s get this thing rendered!

-Steve