ZBrushCentral

Bump map... ??? [Answered]

Hi, another question…
how can I use the bump material…if I make a bump map…and i switch to skin matcap material…the bump map doesn’t have effect in the zb rendering and seems to disapear…how can i fix this ???

thank u guys

The bump viewer material is just for viewing the effect of a bump map, you can’t combine it with other materials or polypaint.

If your model has UVs and you have a bump map image then you can display it as a displacement map:

  1. Your model must have a texture map displayed on it, so you may need to create a texture map from polypaint if you have polypainted your model. Otherwise a white texture map will do.
  2. Import the bump map into the Alpha palette.
  3. Click the Tool>Displacement Map>Displacement Map thumbnail and select the bump map from the popup.
  4. Turn on Tool>Displacement Map>Mode and then adjust the Tool>Displacement Map>Intensity slider to get the effect you want. (A small value such as 0.05 will quite likely be enough!)

Note: the Mode switch shows the geometry actually displaced - leave the switch off for an ordinary bump map effect.

thank U so much… but I have so many problems…
is there a tutorial ???
How do I beginn… ? i mean I switch to bump material…paint something…and than ???

I feel totaly lost with all this buttons in ZB :frowning: HEEELPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP

How do I beginn… ? i mean I switch to bump material…paint something…and than ???

That’s all there is to it as far as the bump materials go. For the most basic example:


  1. Load up the default sphere
  2. Switch to a bump viewing material
  3. Use a standard brush (turn off Zadd and ZSub) and paint using RGB. You should see that it visually appears as though the surface is being sculpted on, even though you’re not actually deforming the surface by sculpting. Instead it’s using the value of the color (black makes it look indented, white makes it look as though it is extruding) to create the illusion of displacement, similar to how bump maps work.

(Example)

As you can see, and like Marcus pointed out, this material ONLY lets you see the resulting bump map’s effect on the surface. It can’t be used to show you your displacement map on top of your polypaint. If that is what you want to do, then forget the bump viewer material even exists, and follow Marcus’s steps for using the Displacement Map subpalette instead (here’s a visual guide, in case it helps).

Thank U to both… more or less there was an result…but very jagged…and bad quality…
I assume I need a uv map…which is better ? is there any thing I can do to improve my quality ???

and I can’t polypaint anymore if I have the bumpmap effect…why ???

thanks guys…

The bump viewer material is only useful if you are painting on to a texture map using Projection Master. There’s not a lot of point to it if you are using polypaint. The result will be poor quality unless you have a dense mesh, in which case you might as well sculpt the fine detail instead. You could then create a bump map by creating a displacement map (for example, from the subdivision level below the top level) and export that for use as a bump map in another program.

Thank U…u are very clear and have a great knowledge…amazing

thanks :slight_smile:

To the subject - if I whant to fix the displacement as the geometry - there is the button “Apply DispMap”, But when I puch it - the displace unfortunately doesnt work good - is it dont understant tiles. Please, see screens:

d1.jpg

d2.jpg

m1.jpg

m2.jpg

The UV Map>H Repeat and V Repeat sliders are display only. You need to ‘fix’ them as your UVs before the displacement will work correctly. To do this:

  1. Go to the lowest subdividion level.
  2. With the UV Map>H Repeat and V Repeat sliders set how you want, export the model as OBJ by pressing Tool>Export and saving the file.
  3. Import the OBJ that you just saved by pressing Tool>Import and selecting the file.
  4. Set the UV Map>H Repeat and V Repeat sliders to 0, as they won’t now be necessary.
  5. Do your displacement.

Thank you, marcus, for the answer. Now, it is working throught export-import process! :+1:
But u forget to say about dividing the model after importing it.

And one more way to recieve that result is to make Alpha map with tilings in Alpha menu with “Make modified alpha”. Then apply it in the Displacement map menu.