ZBrushCentral

Noisemaker vs UV mappin question

I’ve gone through the noisemaker tutorials in zclassroom, but none cover the issue I’m having.

I have a vertical bark texture, and uv mapped a tree using uv master.

The trunk is diagonal on the uv map, so when I import my vertical alpha in noisemaker, the alpha is applied on a diagonal instead of verticle.

I can’t seem to get the alpha to rotate in noisemarker so its vertical on the tree trunk.

Is there some voodoo magic you need to do to rotate a alpha in noisemaker?

I can’t seem to find much complete information on the noisemaker plugin… did someone put together a good tutorial I haven’t bookmarked?

you’re better off rotating the UVs to match your alpha.

Which would be easy, if a tree only had a trunk. My plan was to mask off the larger branches, and rotate the noise map in noisemaker so the bark flowed along them.

I haven’t seen an easy way to select sections of the v map in zbrush, rotate them to line up, and then once they are all rotated, scale them so they match each other and take maximum use of the uv space.

I know I can do the later in lightwave, but it looks like noisemaker has the ability to rotate x,y,z, BUT nothing happens when I change the settings.

Those settings only work with the procedural noise. You’re either going to have to rotate the UVs or Rotate the Texture. GoZ could help with that, or you could try rotating them in UV Master.

I’ll just use a smaller alpha brush and do it by hand. I supposed spotlight might be worth exploring.

That would probably make it easier to get a more natural and seamless look. Noisemaker could then be used afterwards to get in some finer noise across the bark.

I actually had a very large seamless texture map I did takinbg pics of one of our tulip poplars here, and was hoping to just wrap this around the tree and tile it up maybe 2-3 times to completely cover it, but I just ended up using a small section, creating a brush from that, and then just doing the displacement texture that way.