Are people really having trouble with the Home news feature? I set it to only appear when there’s new information, and I haven’t seen the thing since the first time I started R8.
vlad74 :
Hi guys. I am in the middle of a commercial project. If I clean install 4R8 can I go back to 4R7 is something goes berserk?
Thank you!
S-ed :
@vlad74 My answer will be: NO, You can’t!
Cause, even while You can have both 4R7 and 4R8. Files from 4R8 won’t open in 4R7. So once your project saved in 4R8 You’re locked to this version (You could export files tho).
Yep … Should have mentioned this.
I was referring to the installation of 4r8 itself and being able to use 4r7 in itself, but yes : 4r8 files unfortunately are not backwards compatible with 4r7.
@Spyndel:
Not any more, I did that too and it went away.
My problem was that it wouldn’t load so I couldn’t get at the gear menu.
Once it did load and I could get at it I changed it so it only comes up when there’s new stuff.
Just to help get this noticed, another user made a post showing that any Transpose functions that use Right Click appear to be broken in R8. For instance the Ctrl-rt click drag to inflate invokes navigation functionality. If right click navigation is disabled, it brings up the mini panel instead.
This is sort of a general question about boolean meshes and their edges.
How are people dealing with the geometry between polygroups?
I find so far that its extremely jagged and I cant figure out how to smooth it, I have tried dynamesh, ZRemesher, subdivision, various forms of polish (mainly in the Deformation pallet) and things like GroupLoops and EdgeLoop, and yet no matter what I do if I mess with the resulting object after using Live Boolean I get nasty messed up edges.
Am I doing it wrong?
I have to be missing something, the initial results are beautiful but nearly un-editable.
Seems difficult for my new version to replace the 4r7 in GoZ connections.
No idea why.
I’m on a MacBook Pro, Sierra.
Isn’t this switch supposed to happen automatically after a new Zbrush install?
Meshes from some programs to Zbrush 4r8 claim to have lost paths.
Meshes from Zbrush claim to have exported but no mesh is visible or in there at all.
Meshes to Zbrush can show up as cubes rather than the actual mesh shapes.
After I went back to 4r7, it started to imitate this behaviour as well. Which I found very weird.
After a bit of panic, I got 4r7 working right again but now I’m not really ready to try this again,
with 4r8, in fear of repeating these complications/errors.
(I have re-installed 4r8 several times, after I got 4r7 working as it should again.)
What am I missing? Is there something that is supposed to be moved in anyway between folders now that I have two versions of Zbrush? Was I supposed to deactivate 4r7 before moving on to the new version? Does anybody else have anything like this?
Try reinstalling GoZ. There’s an installer for that in your ZBrush 4R8\Troubleshoot Help folder.
Disabling “Enable RightClick Popup” in Preferences doesn’t work also.
I have a Question for Pixologic:
Why to make Upgrade patch in a first place if it’s not recommended? (Don’t like Apple way? i.e. “We know what You need”)
It was provided as an option for people with low bandwidth who couldn’t download the full installer. Unfotunately, it proved to not work well.
This is sort of a general question about boolean meshes and their edges.
How are people dealing with the geometry between polygroups?
I find so far that its extremely jagged and I cant figure out how to smooth it, I have tried dynamesh, ZRemesher, subdivision, various forms of polish (mainly in the Deformation pallet) and things like GroupLoops and EdgeLoop, and yet no matter what I do if I mess with the resulting object after using Live Boolean I get nasty messed up edges.
Am I doing it wrong?
I have to be missing something, the initial results are beautiful but nearly un-editable.
Same here… :o
Can’t see masks when live boolean is active, the only way to see it is by turning on polyframe???
Is anyone having Dynamesh turn itself off? I am not sure when it is happening. It could be when the auto save happens. Similar to when auto save turns off edit topology. It is a bit annoying to say the least.
4r8 windows 10 (64bit)
It was already mentioned. But I’ve found the other way to reproduce this issue:
- ZBrush in 2.5d mode permanently changing brush stroke (when Alt is pressed or when You exiting Edit mode)
- Launch ZBrush
- Pick any 3d mesh to draw
- Hit Alt(DragRect will switch to FreeHand, and won't came back; in Stroke Pallete it still be shown as if DragRect is selected)
This is sort of a general question about boolean meshes and their edges.
How are people dealing with the geometry between polygroups?
My solution is ZRemesher with these settings:
- FreezeBorder - OFF
- FreezeGroups - OFF
- KeepGroups - ON
- SmoothGroups - 0
- Adaptive Size - 100
- Curves Strength - 0
- Target Polygons Count ~100
Best results still will be with FreezeGroups - ON (KeepGroups - OFF). BUT! You have to make consistent polygon density BEFORE boolean (do not merge 6 quad cube with 10M poly mesh).
Yes, I confirm probably a bug…
(moved here from formu)
Hi,
after the update I got r8 installed next to r7. R7 I still the default association for *.ztl *.zpr.
When I change the association to r8 - by hand in windows (open with option), the icon changes form default (z-man and orange rectangle with file type) to only-Zman logo icon.
It’s annoying because I can’t separate files by eyes - there’s no difference between obj’s, zpr, ztl icons now.
I don’t want to remove r7 yet because of custom menus and stuff I got there to move when I have the time - I belive that would solve the issue.
So, how to change native file association from r7 to r8 without loosing icons?
I got win 7.
Noticed that too. Just assumed it was a limitation of the mode.
There are a number of previous features that don’t work/don’t work well whenever the live booleans are in any state that would cause the “striped line” display in polyframe mode. Alt-poly selection with ZModeler works only sporadically in this mode, for instance.
Unfortunately, just because we can play with live booleans now, doesn’t solve the traditional problem with boolean operations–namely that they result in crap geometry. Frankly, R8 does a pretty superb job in limiting the damage to just the borders.
Im sure I could write a page or two on how to deal with edges in a high polygon hard surface Zbrush workflow, having spent so many years solving those kinds of problems, but that’s outside the scope of this thread and no one approach works for every situation. Depends on what you want to do.
As far as general advice though:
-
Make sure, either through traditional subdivision or dynamic sub d with DSDiv active, that the resulting Umesh is already smoothed enough that it doesn’t require further smoothing. Depending on your needs, this by itself may be enough in many situations.
-
If you must continue to work the resulting UMesh, you must convert the garbage geometry to something more useable. Dynameshing the resulting UMesh at high enough resolution with projection on should do a pretty good job of capturing edges, especially with the new sub projection. If not, you could always duplicate the UMesh, remesh it, and manually project the edge detail from the original.
You will sacrifice the crisp polygroup borders doing this, so be sure to develop the discipline to get anything done with those that you need to before remeshing. For instance, I like to use transpose extrude to put a slight bevel on any edges I can, since booleans result in impossibly sharp edges. This would be much more difficult to do after remeshing.
Unfortunately, just because we can play with live booleans now, doesn’t solve the traditional problem with boolean operations–namely that they result in crap geometry. Frankly, R8 does a pretty superb job in limiting the damage to just the borders.
Im sure I could write a page or two on how to deal with edges in a high polygon hard surface Zbrush workflow, having spent so many years solving those kinds of problems, but that’s outside the scope of this thread and no one approach works for every situation. Depends on what you want to do.
As far as general advice though:
- Make sure, either through traditional subdivision or dynamic sub d with DSDiv active, that the resulting Umesh is already smoothed enough that it doesn’t require further smoothing. Depending on your needs, this by itself may be enough in many situations.
- If you must continue to work the resulting UMesh, you must convert the garbage geometry to something more useable. Dynameshing the resulting UMesh at high enough resolution with projection on should do a pretty good job of capturing edges, especially with the new sub projection. If not, you could always duplicate the UMesh, remesh it, and manually project the edge detail from the original.
You will sacrifice the crisp polygroup borders doing this, so be sure to develop the discipline to get anything done with those that you need to before remeshing. For instance, I like to use transpose extrude to put a slight bevel on any edges I can, since booleans result in impossibly sharp edges. This would be much more difficult to do after remeshing.
This is really cool information.
Unfortunately my english is bad and i cant understand all of it.
I would kill (and pay :lol:) for a video tutorial
hello, idon’t know if that major issue / bug has been addressed already, but i gonna explain it so you can tell me if the bug is reproducible for you or not.
the bug happen when you hold Ctrl or Shift to enable smooth or Masking brush.
to access slider value (from stroke or brush menu) you must to hold ctrl or shift key,
Try to right click the slider to display the numerical value, so we coudl change it, but
you must to release ctrl /shift key for that, then you enter the value.
but you will notice that the value do not apply to mask or smooth brushes…
the value can apply only when you rare moving the slider, which mean you have no control over the strcit value you would like to apply.
That’s a major bug man, i hope for a fix for this issue asap