ZBrushCentral

Noise Maker strange problem

Hello
I have a stange problem with Noise Maker. When I make noise and don’t “apply to mesh” it’s looks like this (looks fine)
but when I click “apply to mesh” noise completely lose details -

What am I suppose to do with this? Why does the noise lose details?

Attachments

before.jpg

after.jpg

You don’t have a high enough polygon density for the noise detail. Basically the noise is a render effect before you apply it to the mesh, so it will look good on a mesh with only a few polygons. But if you want to convert the noise to actual geometry then you need enough polygons to capture the detail.

All you need to do is subdivide the model (press Tool>Geometry>Divide) before applying the noise.

Thanks Markus for answering my question.
I did what you had recommended me and there’s still a problem with it


What do you think now. Do you have any suggestions? Details are not the same just as like before “apply to mesh”

It looks to me as though there still aren’t enough polygons. But the other thing to remember is that your mesh is actually being deformed, so it will always look slightly different from the preview. You may want to try adjusting the NoiseMaker Strength slider down a little before applying the noise to the mesh.

He is at subdivision 6 Marcus, so I doubt it’s a resolution issue. I wonder if the polys are evenly distributed? I suggest testing by duplicating the subtool and running Dynamesh (or ZRemesher) and then apply the noise filter again.

Thanks guys for all your answers.

I think Marcus is right - my mesh still doesn’t have enough number of polygons, despite the fact it was divided 6 times! ;(

The strenght of the noise I added on purpose to see if the details are still visible.

dillster - A little question to you. When should I add dynamesh?
Before or after the “Divide” option?

I don’t know whether it’s important or not, but my object was made in Maya.
Initially its grid looks like this
first.jpg
I can Divied it only six times :frowning:

You have different size polygons and, as a result, when you subdivide, you will have more detail in some areas than others. You also have elongated polygons which will cause stretching when trying to add detail. ZBrush works best with square polygons. You could try using ZRemesher to even the polygons out. You can also try splitting up the mesh into more than one piece which will allow you to subdivide more. For example, the piece you have can only be divided to 8 million polygons. If you split that one piece into two, each piece can have 8 million polygons, which will give you a total of 16 million polygons.

You should DynaMesh on your highest subdivision level to preserve the smoothness of the mesh. Otherwise, your Dynamesh would be faceted if doing it on lower subdivision levels.

Hi.
I tried to use ZRmesher but the whole object looks distort (Target Polygon Count = 100)
after_zrem.jpg
I had a better results with using DynaMesh (Resolution = 2048) but the distortions are still visible anyway
af_dynamesh_2.jpg
Do you think is there a way to make it any better? Maybe in Maya?

After using DynaMesh, noise looks much better
af_dynamesh.jpg

Attachments

grid_af_dynam.jpg

More than one box to tick off and more than one setting…http://docs.pixologic.com/?s=ZRemesher