ZBrushCentral

(ZB 3.5 R3) models are not displayed as in ZB 3.1

Hi there,

regarding the look of the sculpt as it is displayed in the viewport, the former version was way better. I compared the display of the model with my fellow student who has ZBrush 3.5 R3 installed. You can see the difference in the pics below. This is just the normal ZB default material, no tweaks, no different lighting: [![ZBrush-Comparison.jpg|1200x888](upload://xvkAsTufC0X0zMUKeRbWlLmza6r.jpeg)](http://javascript%3cb%3e%3c/b%3E:zb_insimg%28%27168611%27,%27ZBrush-Comparison.jpg%27,1,0%29) I have to say that this really bugs me. I am working on another character right now and when I send the Ztool over to my fellow's ZBrush version some of the details and the cavity I had sculpted on my model seem to get lost. There is less shadow as well (which makes it look less realistic/less 3D). The outline, as can be viewed above, is unnecessary crisp, but the cavity has less shadows and more reflections, so that sections in the middle of the model appear more smooth/flat. Overall the new ZB 3.5 R3 lighting makes the model look less realistic. It's very important for me how the model looks while I am working on it and it clearly looks better in ZB 3.1, so I prefer to stick with it for now. So my question is: is this supposed to stay like this, or will this be enhanced in another R? Cheers

p.s.: Also all the cool Ralf Stumpf materials look very wonky in the new version:cry:.

I think all you need to do is match the shadow settings from 3.1 to R3 and also could be some material changes in r3 to default shader.

R3 rendering engine is much more accurate than the one in 3.1, this allows you to see mesh details that were too small or too large for 3.1.
If you like the shadow to be as in 3.1, increase the R3 shadow strength from .3 to .75 (the value used in 3.1). If needed, you may also modify the Shadow’s Length/Slope/Depth to be the same as in 3.1

Hi again,

thanks to the support for the quick reply and thank you Kravit :).
In the render options we changed everything as it appears to be in ZB 3.1:

obj.shadow: .75
length: 32
slope: 1.50
depth: .10

and we also had to turn off the “deep shadow mode”, which is turned on by default in 3.5 R3. Anyhow, as you can view below on my wip character, this does not give us the same display of the sculpt as in 3.1.

3.1---3.5.jpg

- the reflections and highlights are still disturbing, especially on thin lines and the outline

- the crisp outline in combination with the increased reflection brightness makes the model look less clear and -what is even worse- the model is displayed more aliased than in ZB 3.1, which is some kind of retrogression from my point of view.:confused:

- also the shadow is blacker , but I could live with it if cavity would look as good as in 3.1, which is not the case. When you look at Ralf Stumpf’s GreyClay material on the right it’s even worse , cavity is completely lost on the abdominals (RS_oilyRedClay is a mess with those bright reflections).

- another problem is that when restarting ZBrush 3.5 R3 we still have to do all these changes, because they are not saved when custumizing the UI. Is there a way to save he settings so that we have them at startup?

So even with those changes you proposed it still doesn’t look as good as in the former version, which leads to the question why did Pixologic change the default lighting and shadows at all? In general I only give thanks and praises to Pixo and I think that ZBrush is still the best digital sculpting program on the market, but why to change something that nobody ever has complained about? (Makes me think of the old smooth brush:confused:) This is how Microsoft slips up all the time. In this case I really don’t understand your behaviour.

Thanks & praises anyhow regarding the new brushes, remeshing and many other cool features!:+1:

Cheers

I personally like 3.5r3 much better in those renders. At least for viewport stuff…I don’t use Z for rendering though.

As for getting all of those settings to stay you’ll probably want to start zbrush fresh, then record a macro, change all of the settings that you want with materials, etc. stop the macro.

you can place that macro as a button on your UI, or just assign a hotkey. press that button/key and you should be all set to go.

i don’t like this rim-higlights too :frowning:

how i can fix it ?

[error2.jpg](javascript:zb_insimg(‘168739’,‘error2.jpg’,1,0))

thanks

goast666 thanks a lot:). I will give this a try. I also use other progs for my renders, but I use some ZB rendering too. Actually I am not concerned about the rendering as such (“best” render function even looks different…) but about how my sculpt is displayed while working on it and in 3.5 R3 this seems not to be well-engineered. I absolutely agree with PSTCHOART, those rim-highlights give me the creeps (and the lack of cavity compared to 3.1:cry:… and the fact that I can’t use those beloved R.Stumpf materials any more:cry:small_orange_diamond:cry:…).

I will stick with 3.1 in the first place and work with my fellow’s 3.5 R3 once in a while… …I love those new brushes imported from Poland :laughing:;).

Thanks anyhow:+1:

See ya!

ZBrush 3.5 render is more accurate and may require some materials to be tweaked. If you post the material (or send it to me in a private message) I’ll tweak it for you.

thanks Support

Here are the materials that make problems in 3.5r3 version,the problem comes from the rimlight material,the problem can be fixed by lowering it to 0 cavity detection but this also lose the cavity on the material,if there is another solution of this problem i’ll be very happy thank you for your help.

http://www.mattinian.com/ceco/materials_.rar

thanks

In times like this, one picture can be far more effective than writing pages of information about the improvements included in ZBrush 3.5R3…

ZBrush3.5R3_PreviewRender.jpg

PSTCHOART : The material used in this image is the one from the zip file you included. You can try this yourself, load the material that you have posted (skin_my3) and increase cavity detection to maximum and cavity transition to -.5.

When time permits, I will tweak your materials and post them back in here, or better yet, we will investigate the possibility of adding to the next ZBrush update, a function which will auto-correct older materials to fit within the new, more accurate, ZBrush system.