ZBrushCentral

Mixture and attenuation between materials?

Here is my problem. in my experiments with textures I do not manage to obtain a fusion of materials, or all at least a attenuation of the juxtaposition. which is the method to be used to arrive at the good result. you would be pleasant to answer for an example rather than by a bond towards Quicklinks which I read and re read …

:small_orange_diamond: an example:

The trick to mixing materials is making duplicates of the base material and then altering it slightly. in order to make your lips shinny, you take the skin material, save it. and load it in a seperate spot. now you have 2 skin materials in the palette. Take the second material and slightly increase the spectral. This will give you the shiny skin you want without the ‘edge’ dividing the two materials. Also, go to the quicklinks section and check out the materials links…there are tons more info there. Even a second way of mixing materials/textures. :wink:

Good luck!

Thx MTB for your answer…
but I tryed that methode… but here is above the result!!
can you make me an example by script on a SPhere??

I must surely badly make. also I will like to see.

Okay, the image below was made in the following manner:

I openned ZBrush started with the default document size.
I loaded 4 different instences of the apple material in the ZMaterials directory.
The first apple mat is the base copy. THis was the material used to draw the sphere.
The next copy of the apple mat was altered slightly. Now when I say slightly I mean only a 10 to 20 change in the numbers and when it comes to graphs…may half a squere(hope that makes sense). Anyway the second materials spectral was increased from 30 to 44 and then using the simple brush with only M turned on I painted some big areas about the highlight on the sphere. The Third material’s spectral was changed from 44 to 60. Again I painted some small areas about the highlight. the 4th material was the same as the 3rd save I added a touch of noise. Once again painted on. Then finally, I used the blur and smudge with m only to soften the transition between materials.
I hope this helps. you see for the little changes in the ball I needed 4 materials to go from facial skin to the skin of the lips, I would say you would need 4 or more materials to slowly transition from face to lips (this includes color). Sorry for the haste but I am at work and I have tons to do.

Here is a gif in case you have a slow connection and the image above looks crappy

And if all else fails then right click the images and save then to disk

Good luck buddy!
Happy ZBrushin!!

ok … for the thousand times… I 'll try this… :smiley:
and will try to do all word by word… :slight_smile:

thx :+1:

Okay here is the pathetic example of material transition. I say pathetic because even though I know how this is done…I have never done it before and it shows. You might want to ask one of the ZB gurus about a better blending method. I have the demo and therefore cannot save materials. So the need to take my skin material of my images and trans it to a spectral version for lips is impossible.

material test.zip

You can see that the materials go from a flat, noisy material to a shinny, smooth one.

The only things altered are the noise amount and spectral amount.

This should help. :smiley:

Mike

thx very much Mike… I will see that !! :wink:

:+1:

Hi Fouad,

Here is a basic script that will show you what you are after. It models a set of lips and then paints three consecutive materials on the lips. Each material has a higher specular value than the one before it. Note that when it asks for you to save the material you must save it as Skin 1. Then when it asks for you to load a material (it will do this 3 times) make sure you load Skin 1.ZMT If you do not do this the script will stop. Also one other note… at the end of the script the lighting goes bonkers. After it renders just reset your lights to a brighter value. Hope this helps.

Material Use Example.txt

Now this is exactly the man I wanted to come in here and save our butts on this! Perfect timing Lonnie! :wink:

Great thread. Thanks for doing this, guys. :+1:

Mentat thank you double fold. One the material tips are super, but I also wanted a just lips script. Your’s is great.

Thanks.

There is another little-known trick that can help you out. It’s called Mat Overwrite and is a slider in the Draw>Channels menu. The default value is 2 and it goes as high as 100.

The way this works is that it controls the blending between materials based upon the depth of the alpha brush shape. As the value inreases, the lower depth portions of a brush stroke are overwritten less by the new material. At high values, only the highest parts of the stroke receive the new material.

In the image above, the Basic Material was used for the sphere and Bumpy Metal for the red spots. The top circle has a default Mat Overwrite setting. Lower left is 50 and lower right is 100.

As you can see, the default setting causes a very harsh line where the materials come together. In the lower left, that is gone and the materials blend smoothly with some red areas remaining as the Basic Material. In the lower right, the Bumpy Metal material doesn’t even come into play – it’s all still the Basic Material.

Imagine painting lips using this technique and an alpha made up of vertical lines…

WOW! Thank you so much Matthew! This is like supercharging the info we just covered.
AWESOME! :eek:

use the Texture master with the single layer brush make sure your M Button for material is (on) so it can pick up the Material information

:small_orange_diamond: Mike,
:small_orange_diamond: Lonnie,
:small_orange_diamond: Aurick,
my most cordial thanks. :+1: :smiley:

Very nice modeling and texturing Fouad. :+1:

I’ve got to finish texturing a book model, but then after that, I’ll be using the info in this thread and doing a head finally. I can’t let you guys have all the fun.