ZBrushCentral

Zbrush crash when "hide outside selected" on hi res mesh with subtools.

Zbrush seems to crash whenever I “hide outside selected” a region of dense mesh that has some other subtools within it.

I.e.: A one-mesh, fullsize character (lvl 6, 2.3 mil polygons of active mesh) with subtools for eyes and teeth; if I want to isolate just the head with the eyes and teeth visible and green box over the entire lot, I get a crash every time. It doesn't happen if you try to do the same at lower resolutions.

I am running Vista 64-bit, 8gigs of ram and I experimented with different mem settings in preferences, as well as initializing zbrush to its defaults.

I can do this just fine. Tried it on the demo soldier. I can not get it to crash.
win7 64 - 8GB ram - i7 something or another.
hideGeo.jpg

Hmm, that’s strange. I tried it with the demo soldier and it didn’t crash. And I replicated with the same number of subtools and roughly the same polycount.

Must be something with my mesh then, although the only difference I can think of is that it was all (29 subtools) imported out of maya with goz.

Edit:… nope… still crashes. Must be something with the mesh

Edit2: What’s bizarre is that it typically crashes after I up or down res them using “all low/all high” commands. I.e if a project is saved in “all low” - when I hit “all high” and try to isolate select I get a crash. Same for the opposite.

It doesn’t crash if I don’t use “all high/low” before doing the isolate select, or go up and down in subds manually.

Ok, well my guess is that the problem is with my subtools, many of which contain several separate meshes. That used to cause crashes in t-pose master in zbrush 3.1 on “exit”. I don’t remember if the issue was still there in 3.5.

Although, I am now using more subtools with even more separate meshes, (up to 12 in some subtools and one with 20+) I guess "all high/all low" is a similar type of procedure to that in t-pose master and it makes zbrush very unstable with so many meshes in so few subtools. Using hide/unhide mask then acts as a killswitch. I deleted the subtool that had 20+ separate meshes and it got a bit more stable. I wish zbrush could support such complexity though. Subtool with 20+ separate meshes had my isolated stitching. I was also thinking of building a scene and importing grass made in maya...