ZBrushCentral

Dynamesh ADD/ SUB/ AND

Hi there

i dont get any effect when i press any of this buttons located under dynamesh…also is it any way to tell an already inserted mesh to become substractive rather than additive (if u forgot to press alt for example) and last but not least we cant do intresctions with dynamesh ( i understand the “and” button is for that but is not doing anything

please explain

cheers

P

Dynamesh must already be activated for those buttons to function. They will not function if Dynamesh is unpressed.

Note that the “Sub” button is not currently functioning in z4r2 as documented. Disregard it until fixed.

Not currently. But you can duplicate any inserted mesh as a negative mesh in Transpose Move mode, by Ctrl-alt dragging on the middle circle. The resulting duplicate will be a negative mesh.

As above, Dynamesh must be active first. If dynamesh mode is already activated for the subtool, any negative meshes inserted after that point will be intersected when pressing this button. It will not function if you insert a negative mesh, and then activate dynamesh.

Hi Spyndel,

the current workflow:

create a sphere, convert it to dynmesh THEN press “and” then call insert brush cilinder creates only an addition not an intersection
the fact of pressing add after insertbrush or before does nothing…the dynamesh button is active before this and nothing

any ideas?

thanks

The inserted mesh must be negative (you must hold ALT while inserting it), for AND to function.

So the proper process is, convert sphere to dynamesh, insert cylinder while holding ALT, then press AND.

It is possible to experience difficulties with certain problematic geometry, that may cause AND not to function as expected.

Hi Spyndel and thanks for the tip…well it is a very counterintuitive workflow and a bit messy lest hope they fix it but thanks to ur simple tip i got this

dynamesh bein on:

insert a mesh without pressing alt= addition note that dynameshing the normal way or pressing “add” will do exactly the same wonder why the add button is in there then

now if you press “alt” then you can obtain a sub or an add basically

in my case the sub button does work though

i reckon being able to mark substractive after fact is a major need

tahnk u for your time

cheers

BTW Spyndel i like your hardsurface models…i sculpt all sort of shapes and since this sort of functions can be extremely powerful for man made objects i wonder if you have run into another situation that might or might not be possible to solve in Zbrush:

inserting a regularly space mesh for lets say substraction…i have tried to insert and activate the curve mode in the stroke palette with snap on surface and that does work so far but what i dont seem to get right is the spacing between mesh…lets say that you want to drill holes along a curve or merge objects along an arbitrary curve on an arbitrary surface if you see what i mean

food for thought…i realize that whne alt pressed meshes change polygroup color…if there was a way to tag the polygroup as substarctive that will do the trick…also if there was maybe a way trough materials we could goz geo from lets say maya to Zbrush where ceratin materials will be substractive other additive or intersecting

cheers

As it is written, the Sub button should force any inserted mesh to be a negative mesh, whether you pressed ALT or not. It currently does not do this. It behaves just like the ADD function. It serves little apparent purpose at present, as it is redundant.

The Add button is really only there as an alternate UI push-button way of accessing the Ctrl-Drag dynameshing action, the same way many functions have buttons, but also hotkeys or context sensitive gestures…for instance you can clear a mask by ctrl dragging in empty space, but also by pressing a UI button. It is the same as simply remeshing by ctrl-dragging in the canvas.

What may be confusing you, is perhaps you are thinking of the buttons as modifers that would modify the ctrl-drag remesh function (I know I did at first). By they are manual functions that can be pressed after Dynamesh mode is activated. It’s really not that complicated once you understand it, but I agree there does need to be a way to force tag any mesh as negative, and hope to see this eventually.