ZBrushCentral

how do I remove all edits on a section of mesh

I have an elephant model that I have detailed up to level 6. I put folds into the ears, but they are not displacing very well in my external renderer because they have a very thin polygonal edge. Everything else renders beautifully.

I would like to remove all displacements from the edges of the ears (at division levels higher than 1). And then recalclulate my displacement map.

Is there a proceedure for doing this?

Attachments

earProblem.jpg

You could try storing a morph target at subd level 1. Then go to subd level 2 and apply smoothing to the area you want to restore. Repeat this process for subd levels 3+.

 Now go back to subd level 1 and apply a 100% morph, Tool > Morph Target > Morph.

If all went well you will have removed detailing by smoothing and then restored the base cage through morphing. Note: this method uses the base cage that is calculated from the displaced model.

 Another method is to import a morph target.

There are two ways to generate the mesh you will use as a morph target. Either method will create a tool you can use as a morph target.

1.a :white_small_square: Go to subd level 1 and press Tool > Geometry > Cage, then press MakePolymesh3D and unpress Tool > Geometry > Cage. Select the newly created Polymesh tool and subdivide it to the same level as your original tool.
 1.b :white_small_square: Import your base mesh as a new tool. Subdivide it to the same level as your original tool.

 2 :white_small_square: Export the tool from 1a/b as a .obj
 3 :white_small_square: Select your displaced tool(your elephant), go to the highest subd level and press Tool > Morph Target > StoreMT. 
 4 :white_small_square: Import the .obj from step 1.
 5 :white_small_square: Press Tool > Morph Target > Switch
 6 :white_small_square: Select the morph brush and morph the unwanted displacement away.

As you have probably realised, if you originally subdivided your model and stored a morph target at the highest subd level you would not need the above steps. You could immediately begin morphing.

 A couple of things you should remember.
 
 - Morph targets are tied to the subd level at which they are stored. 
  • If a polymesh tool is selected, pressing import will try to import into the current tool. Select a non 3D tool to import a .obj to a new tool.
  • Morphing subd level 3 of a 6 level tool will not morph the displacement in levels 4+. It will only morph the vertices needed to construct the displacement in levels 4+.

Thanks TVeyes,
Excellent proceedure. I will do what you said and suddivide the base mesh to level 6 and use that as an undisplaced morph target, and then use the morph brush to restore the unedited ears.

thanks for your help!!
deepsea.