ZBrushCentral

Import zbrush document?

Is there a way to import a zbrush document into another zbrush document?

Opps… can someone move this thread to the question and trouble shooting forum?

Not directly. But if you explain what you are trying to do then there may be a workaround.

Hi Marcus,
So basically I made a 2.5d tileable map. let’s just say it’s a brick texture. So the map has depth to it because i just dropped actual 3d bricks on to the canvas.

and now I make another 2.5d tileable map with some depth to it. I would like to import the brick texture z document into the 2nd layer so can i can adjust the depth of it against the the map on the first layer.

The only solution that I have right now is to open up the mgrb grab on the brick texture. Open up the 2nd z document, and fill up the 2nd layer with the brick texture and use the mrgb grab as stencil to pull the depth out again.

So it would be nice if I can import a zbrush docment, then I can get the corret depth. instead of pulling it out again.

Thanks

Marcus may have a better idea but I think this is a process that could be made into a plugin.

You can try it manually: Instead of saving a document, you save one layer in two .psd files.

  1. Select your source document and then select the layer you want to put in another document.
  2. Save two .psd files like these:
    a. Under Texture menu, press grab doc.
    b. Under Texture menu, press export and save as psd (example head_RGB.psd).
    c. Under Alpha menu, press grab doc.
    d. Under Alpha menu, press Export and save as psd (example head_A.psd).
  3. Load other document - should be same dimensions as original document.
    a. select material flat color (0)
    b. create new layer and select it (turn off other layers to make it easier).
    c. under Texture menu, turn off cd button.
    d. Import psd file (head_RGB.psd )
    e. under Texture menu, press crop and fill (you won’t see the new image yet.)
    f. under Alpha menu, turn off cc button.
    g. Import psd file (head_A.psd)
    h. under Alpha menu, press crop and fill. you should now see the new layer - with its original z-depth and appearance.

As I said, this really could be a simple plugin with two buttons, “SaveLayer” and “LoadLayer” with user-supplied name.

Note that no assigned materials from that layer are preserved using this method (whereas in a saved document the materials, even custom materials, always are.)

Sven

Although Sven’s way should be perfectly good for most purposes, there is another way of doing this which keeps the materials. The important thing is to do the depth/texture grabs and transfer during the same ZBrush session.

  1. Save a ZBrush document for both the source and destination. Saving documents means you can do another transfer anytime and custom materials are preserved.

  2. Load the source document. For your example the source would be the tileable bricks. Select the MRGBZGrabber ztool in the Tool palette. In the Tool>Modifiers submenu switch off both Shaded Rgb and AutoCrop. Also make sure the Draw>Mrgb button is ON.

  3. Drag the MRGBZGrabber from the top left to bottom right of the whole canvas. Reducing the canvas zoom can help - such as using the AAHalf button.

  4. If your document has more than one layer you would need to repeat (3) for each layer you wish to transfer.

  5. Load your destination document and create a new layer. Shift-click the layer to turn off all the other layers.

  6. Select the Simple Brush in the Tool palette. Select the Flat Color material. Select the Alpha and Texture grabbed at (3).

  7. Press Alpha>CropAndFill.

  8. Switch off the Texture>Cd [Clear Depth] button and press Texture>CropAndFill. Your layer should now be essentially the same as the source document, with appropriate materials.

Note: This method will always fill the canvas behind any model where it was clear in the original document. If it is essential to have a clear background then you’d need to create a stencil, and use that to protect the background while doing the CropAndFill.

Note also that should you wish to export the depth grab from the Alpha palette it’s important to note down the Alpha Depth Factor value (from the slider at the bottom of the Alpha palette) when exporting. This value can then be used to get the correct depth when using Alpha>CropAndFill during a different ZBrush session.

HTH,

Thanks for the great workaround. The only problem that I encounter is when you grab doc, then offset it again… there is a seam in the middle. I know my map tile without seam in zbrush when I use the displace H and displace V.
However, when i use the grab doc, and then fill the layer with the texture that i just grab. once i offset them using displace H and displace V, i can a seam. Maybe I’m doing something wrong?

I think you’ll find using the MRGBZGrabber in the way I describe will avoid that issue.

Thanks Marcus. That seems to work out the best.