ZBrushCentral

question about surface noise and displacement maps

hey. I’m using surface noise on one of my characters and was wandering if it is possible to bake the information into a displacement/texture/normal map without having to apply the noise to the mesh. The reason I ask is because I would have to divide the mesh to about 13million polys to acurately pick up the detail and seeing as I have well over 60 subtools that all require the same amount of surface detail I dont think my computer will like me very much. I have tryed using HD sculpting but this is no good for what I want to do as I’m using the UVs to apply the noise and it appears that HD sculpting cant see the UVs. So I was wondering if there is a way for the noise to be exported directly as a bump/displacement/texture map.

You could apply the noise to one subtool at a time, save out the map and merge the final maps - or appeal to one who knows how to script something like it. The Apply to mesh is undoable, so it should not be neccesary to reload before changing subtool.
But maybe R2 has some brilliant smartness built in, we just have to wait and see…:lol:

I have the same question. I’d like to bake/apply my noise to the texture map so I can send a low res model to Keyshot. If you send a low res model to Keyshot with surface noise turned on, it applies it somehow to the model at hi res… so you get a low res model in Keyshot with the hi res noise applied. Doesn’t show up as a texture or a bump. Even if you change the surface materials the noise stays with the mode. This is cool but the problem is the file size is huge!!!

Looking for a reasonable work-around.

Wayne