ZBrushCentral

Consistent Crashing anytime I change Brush/Modifiers/Projection strength

Hello everyone.

Any time I change the Projection strength under Brushes/Modifiers/Projection strength for an Insert brush that is about 71,000 polygons and try to apply it to the surface of a low poly cylinder, Zbrush crashes everytime all the way to desktop (no error message).

I have 136 Gigs of space left on C Drive I don’t every crash for any other reason. Is 71,000 polygons too much mesh for an Insert Brush to change projection strength? Is there a way to avoid crashing and use the same brush? Changing compact memory from 256 to 1024 does not help. (I never hit “compact now” I just change the number and hit enter).

Thanks

I simplified the Insert Brush and now it works but I found out my method won’t work for what I want to do. I thought the insert brush at 100% projection would make the item wrap all the way around a cylinder but I found out the camera based tools don’t work that way.

Is Arc Bender the only possible way to wrap a flat subtool all the way around cylinder?

Update.

Nevermind. I found the best way is to keep it as a subtool and bend it in a circle using “Arc Bend” deformer. First you move the Angle cone to 180 degrees and then you change the Radius cone until it matches the cylinder.

So explain this though, how come the Deformers can bend subtools that are millions of polygons but you can’t change projection strength on a 20,000 polygon Insert Brush without crashing Zbrush?

Ring1.gif

Yes, bend deformer or modifier in some apps, but in situations like yours I would rather flatten the cylinder.
No, not like on gif but 1 step more - like when you press “morph UV”. and dont need photoshop for that, just zbrush

And for question (if it was question) about crashing, you answer it yourself in post before -kind of

Attachments

Ring1.gif

Ah, I forgot about that idea… (To flatten the cylinder first and then place item on it).

But are you talking about textures? I didn’t know you could Morph/Flatten a surface and place actual mesh/subtools.

I thought flattening is only for textures or masks?

Flattening mesh for UVs.
Than you assign zdepth image of mesh/es you want to ring in your case, call it alpha or mask or displacement, highmap or even texture, all can give you the same - (soft) selection of points/vertices ready to inflate or indent or…

Simplest zdepth you get from alpha -> grabdoc

Bend deformer you will use if have some good topology that you want to preserve or details that cant get from depth image-
I believe neither of that is in your case.