ZBrushCentral

Question on Rendering in Zbrush

I am just starting to set up lights and render in Zbrush as I would like to start getting my sculpts into presentation quality.

I have set up some really simple lights but when I BPR it doesn’t seem to bake out my shadow pass. I get a Zdepth/Diffuse/Spec but not Shadow pass. I have shadows turned on in my lights so I would assume it would create a shadow pass for me.

Any help would be great.

The material you’re using on your model is most likely a MatCap. That material type has the lighting baked in. If you’re wanting your model to respect the lighting you set up in the Light palette (and have real shadows cast) you will need to use a non-MatCap material. Remember that you can create custom materials by copying shader channels from one material to another. So you can get a very sophisticated material with a little effort and a complex material like the Tri-Shader or Quad-Shader.

One thing to keep in mind is that while a MatCap shows exactly what you’re going to get, even when sculpting, other materials may look different upon performing a render.

You need to make sure that the option is on in the BPR Render Properties:
http://docs.pixologic.com/user-guide/materials-lights-rendering/rendering/bpr/bpr-passes/

Thanks so much. I actually had a feeling it was because I was using a MatCap. I haven’t gone into shader creation yet too much in Zbrush so this is a whole new territory for me.

Thank you for the response and insight into shaders. I appreciate it. :+1: