ZBrushCentral

HD geometry + 3d Layers ??

I’m sorry if this has been asked already, but the few searches I did didn’t come up with anything.

I’m just now playing with using HD geometry on a project (since we can make normal maps for it now) and made a 3d layer while sculpting in it. It worked fine there, I could turn it on and off. But after leaving Sculpt HD it was gone. That made sense, but I figured it would be there when I went back into Sculpt HD, but it wasn’t.

Do 3d and polypaint layers not currently work for HD geometry? If so that’s quite a shame and I hope it’s implemented in the future. I’m not sure I can do without layers, 1m polygons with layers + HD wouldn’t work well I don’t think. I might just have to work with 5m or 18m with standard subdivisions.

Anyways, just wondering if I’m doing something wrong, or there’s something else I can do to make HD geometry more viable :stuck_out_tongue:

Thanks,

Sean P

I don’t believe that layers can work with HD at this time.

There’s no reason you shouldn’t be able to work with 5-20 million polys on most computers, though. You may need to hide parts of the mesh if you start experiencing a slow down in performance, or you can split the model into multiple SubTools.

Many thanks Aurick,

I’ve worked with tools at ~16 million polygons before, my concern is being able to work at school. Their computers last time I checked only had 2gb of ram, running on XP, I forget the processor. Makes me miss my 8bg of ram on my home desktop :confused:

So if I hide polygons on a lower subdivision, then switch to the highest, it should make things faster? I’ll have to try it out on their computers when I get to class this afternoon.

Thanks again :slight_smile:

~Sean P

Thats really a big penalty. All hided layers are deleted after ending sculpt HD. Also all hided layers from normal sculpting aren’t accessible because of the lacking trace back. There is no sense in it. My system breaks down if i want to divide to more than 10 mil. polys.