ZBrushCentral

Questions and Troubleshooting for ZBrush 4R3

Happening here, too. Very nerve-wracking, can’t trust saving anymore…

Yes, I’ve tried it, but the problem is the same. Certainly your suggestion is faster to set up, and execute. However, the absence of neighboring tiled geometry outside the render view creates lighting calculations that are missing the essential tiled surface area to create a useful tileable image.

So, i’m duplicating the tool 8 times, essentially surrounding the base tool with itself. hopefully I can frame it and then try again. this will be an extreme amount of geometry. Hope it works.

That was my suggestion :stuck_out_tongue:

I think I see what you guys are doing, if the tile you want is surrounded by copies of it self the offending lighting problem is out on the edge of the ones surrounding what you were after in the first place right?

What happens if you want the result to be 4000x4000 or more? Do you need the whole thing for the extra eight copies? Or could you just use parts of them, and if so could Marcus’s offset plugin do the same sort of thing to automate this?

Yes, thanks for reminding me of that. The AO Mask doesn’t work with the copied asset data surrounding the frame. It still tends to be brighter toward the edges, and it’s not a true ambient occlusion. But, of course, BPR does render the AO properly on the edges. It’s just a little fuzzy to set up all the surrounding copies by hand. I’ll look into to "Marcus’ Offset plugin to resolve that issue.

Thanks for your help.

Yes, by adding surrounding copies of the tile, the problem will move farther out of the frame and not be an issue.
Yes, using parts of the copies will work, so you don’t have to have 8 times the data. How much you cut off will depend on the distance that the ambient occlusion renderer is considering.
Thanks for you help.

Hi all using r3 for the first time having trouble finding spotlight none of the usuall icons are there on the texture pop up, has it been moved or is my install miffed up?

ignore me found it

In the Texture menu. 2 buttons above Rotate and Invers. Add to Spotlight and On/Off.

Any word on the floating license update/patch? When we might expect it? Or if there will even be one? We got a studio full of artists here who have been patiently and eagerly looking forward to trying out all the new stuff in 4r2b and 4r3. We’re all still on 4r2, because of this floating license issue. Thanks.

Argh, I think that explains what just happened here as well (UVs corrupted upon saving), but will test to verify. I really hope someone from Pixologic can provide some kind of workaround for this, as right now it seems like a pretty severe issue.

Is “Marcus’ Offset plugin” you are speaking of this one: Scale Offset Copy/Paste? Do you know if it works with 4r3?

I use it in 4r3 constantly and its perfect, or nearly so, but its not the one you mentioned, I dont think, but here is a link to it, its awesome:

http://www.zbrushcentral.com/showpost.php?p=848052&postcount=37

I’m still getting crazy crashes with 4R3. If I can go more than ~7-10 minutes without a crash it’s a miracle. Not even doing anything fancy. Just using the claytubes to sculpt on some geometry, then next thing you know zBrush is pulling its disappearing act. One stroke goes on the mesh, the next I’m on the desktop. It’s been since way for a few versions now, and doesn’t seem to improve with each version.

And the worst is that it just disappears. No error message. And as far as I can tell, zBrush doesn’t have an error log. So there’s nothing for me to report or a log to check out.

Anyone have any ideas?

Two things, how long are you making the tube and how long is it taking you to draw the tube?
Ok three things, are you using symmetry?

I have found that making very long or complex tubes causes crashes and have learned not to do that, this is no fun but I’m guessing if you make a gigantic thing all at once you could be gobbling up memory… that is just a guess however.

I’m just sculpting with claytubes as you would normally. I wouldn’t say my strokes with it are particularly massive or long. And it’s with any brush, claytubes, clay, etc. No symmetry either on this particular one.

I suspected it was some memory issue. But I ran a memory diagnostic and it said everything was fine.

I really wish zBrush would have an error log so I could at least look at what’s wrong and provide more information.

Are you on MAC or PC?

Yes, that may be useful sometimes!

I think I found a bug.

If you have uv turned on, and merge two uv mapped subtools that have textures applied to them, once merged they take on the current texture color, instead of keeping the applied texture.

If you go down and reload the texture though, the uv maps are still in place, and its applied properly.

Unless this behaviour is correct and assumes that both objects normally use two different texture maps?

(I’m merging two subtools that are identical, other than x/y/z placement.)

I’m running into a few issues on importing objects into zb4R3.

First, the objects are being stripped of materials, and everything becomes “default mat”. Is there a way to import and retain material groups? (The surfaces were done in lightwave, and poser pro sees them fine.)

Second, (and more troubling) the imported obj file is being mangled by zbrush. is there an alternate way to import objects without this occurring?

Here’s an example: A simple lilly modelled to use micromesh on. On the right is how it was modelled, and how it looks in lightwave and poser. On the right, is what happened when I imported it into zbrush, and then just exported it back out.

(Note the detachment of the flower parts, and the shorter stem, as well as lower petal issues.)
import issue.jpg

I created a separate post hoping someone has a fix for these issues, but am echoing it here so the developers see it.

With these issues, using ZB with other apps becomes problematic. I need the material groups to be retained, and the meshs not to be mangled on import.

(The mesh does not have closed holes in the stem… its open ended, and the petals are just flat planes, not 3d modelled with thickness.)

I found a workaround for the mesh deformation… zbrush needs to have closed meshes on 3d modelled objects. As long as you don’t subdivide the mesh, it’ll leave em undeformed.

Still no idea how to retain surface groups. There was an old poser import zplugin that I think retained them, but I don’t think it works on the latest version.

I’m surprised that surface groups aren’t just imported and converted to polygroups, or that there is at least an option for this.

The only workaround I can think of is break a mesh apart into seperate surfaced objs, and import each seperately, and assign each its own polygroup, and then merge the result.

For a mesh with a number of material groups though, that’ll be a chore.

Are you talking about the .MTL that gets exported with .OBJ files?
I want to be able to do that as well, I have a lot of things that dead ended cause I cant get them into ZBrush.
A good example of this would be Ivy with a few thousand leaves and stems, there is no way I am going to paint each leaf let alone hide each one so I can get at and paint the stems.

The first problem you mentioned I have seen too, things look ok till you subdivide them, but I think this is a mater of how the object was created, I found that things made with procedural things that simply add polygons almost like separate objects and this includes a lot of plant and tree generators do this constantly.
I have no idea how to fix it
Remeshing, dynamesh and mesh extract didn’t do the trick and in fact made things worse (and sometimes very cool).
Using Close Holes and Check and Fix Mesh didn’t help either. I even tried using decimation Master but no luck.