ZBrushCentral

Zif Worm Version 4.1 (updated- 1-17-04)

hola, Floyd! the new mapping is fantastico (thanks, TVeyes!) - but i get strange things happening occasionally: the stretched mesh stays as the textured one - this happened in at least one of the previous versions, too - i dunno: i do it exactly the same way and most of the times it is fine, but then i get a needle only :confused:. also it seems like the time to choose a texture (step 3) is limited, but then thats no prob, because if the mesh is created properly any texture can be applied and mapping changed (though without the benefits of optimum rotations) afterwards. another question re texturing: is the decision whether to use band or stripes necessarily to be made after step2 or should it be set before step1 and 2? i suppose it belongs to where you put it, so thats just out of interest.

:ex: mirror: in version 3.1 it appears that pressing one axis only is possible (previous versions allowed combos of axis)

put/snap: this one i dont get, both the idea plus making it work properly
 at least on my pre-OSX mac there appears a dialogue box which text i cant read (looks empty) and its just possible to click okay
 mayhaps theres a similar one in windows which might help me understand whats happening. however: whats different to placing the tool as usual upon the pixols in the canvas, ctrl+s it in gyro mode and drag the copy somewhere else, holding the cursor inside the gyro in order to fix it on another spot and go on and on and on?

lotsof questions, hopefully not all of them just other platform/mac-problemos you cant take care of! dont get too distracted by them and worm on :smiley:

  • juandel

edit: here is a 3.1 textured worms parade :slight_smile: next time with AA :smiley:

Same problem on Pc Platform!
Courage, hunting the bug is very sportive :smiley:
Pilou

A quick update to 3.2. As I explained in the original post I realized that I didn’t have to have the functions Stripe or Band. Using Cylindrical Mapping you control that by rotating the Texture you want to use.

Also added “<” “>” buttons to the “RCL” button, which allows you to scroll to all your worms that you have currently in the Toolbox. Once you found the one you want press “RCL” to load it. Otherwise RCL will load the currently active one or if you are holding a different tool, such as the Simple Brush, it will load the Object that was last made.

Now to answer some more questions!

<BLOCKQUOTE>quote:</font><HR>but i get strange things happening occasionally: the stretched mesh stays as the textured one - this happened in at least one of the previous versions, too - i dunno: i do it exactly the same way and most of the times it is fine, but then i get a needle only <HR></BLOCKQUOTE>

It seems that Zbrush is very picky about the objects that it can export as OBJ. If the Zsphere Mesh is too large it will fail. I notice this happens to me if I am doing a Zline and one of the end points didn’t get pickup up and it dropped to the back of the canvas. Also I get strange results with “Ribboned” objects if the Mesh gets too deformed, the texture gets mangled and sometimes there is a line that connects the start to the end. ah well


<BLOCKQUOTE>quote:</font><HR> also it seems like the time to choose a texture (step 3) is limited, but then thats no prob, because if the mesh is created properly any texture can be applied and mapping changed (though without the benefits of optimum rotations) afterwards. another question re texturing: is the decision whether to use band or stripes necessarily to be made after step2 or should it be set before step1 and 2? i suppose it belongs to where you put it, so thats just out of interest. <HR></BLOCKQUOTE>

In the New version and 3.1 the script automatically selects UVC for you so it is only asking you to now select the Texture for the object you want. Like you noticed, once it is mapped any texture will go on correctly. It would be a bummer if all you got was that striped default texture the script puts on. As for the Band and Stripe switch, it is no longer needed, just rotate your Texture to make it band or stripe.

<BLOCKQUOTE>quote:</font><HR>mirror: in version 3.1 it appears that pressing one axis only is possible (previous versions allowed combos of axis)
<HR></BLOCKQUOTE>

I changed this in preparation for a function to do the “Memb” function in the Z axis, which I want to make sure the user only has one axis selected. So you will have to do an extra click or two on the Mirror button to get all four quadrants.

<BLOCKQUOTE>quote:</font><HR> put/snap: this one i dont get, both the idea plus making it work properly
 at least on my pre-OSX mac there appears a dialogue box which text i cant read (looks empty) and its just possible to click okay
 mayhaps theres a similar one in windows which might help me understand whats happening. however: whats different to placing the tool as usual upon the pixols in the canvas, ctrl+s it in gyro mode and drag the copy somewhere else, holding the cursor inside the gyro in order to fix it on another spot and go on and on and on?
<HR></BLOCKQUOTE>

Again that must be a Mac difference as you are not supposed to get a dialog box. The way “Put” is supposed to work is.

  1. Be editing an object, either with gyro visible or in edit mode (red circle)
  2. Press the “Put” button - your cursor turns funny
  3. Click the left mouse button on some point on the canvas that you wish to place the object.
  4. the script should move the object there

If you have “Snap” on, then it will also snapshot the object there.

It is just a time saver, instead of wrestling the gyro around, dragging it for depth, rotating for position
 With Snap on you can create a whole forest of things in a snap!

Thanks again, Keep on Worming!

Here is a quick example of the new and correct mapping.

A quick update to 3.3 to fix the “Put” problem that Juandel noticed, sorry bout that. Should work for you now.

Also added the Z-Axis to the Memb function. This make really clean ribbons such as the one in the above post.

Some more testing. I am revamping the “Memb” function to be more powerful. You will be able to rotate the Attractor spheres in any axis and in realtime. That means you can adjust it to fit a area and/or get the wrinkles out of the mesh.

Hell Shipmate, I give up
 :wink:
Even though I don’t use scripts hardly at all, I finally HAD to download this one, having watched all these amazing images being produced

I’ll try to see if I can figure this out enough to post some contributions over the weekend


Great work Floyd, and wonderful pieces everybody! :cool:

some worms become butterflies and that one is a particular beauty, Floyd!

all seems to work properly over here with 3.3 now as far as i can see. those new attractor functions sound super :cool: - here is something else i would wish for a future version: to be able to vary the distance of the attractors, something like a distance taper - or a function that would set the distance of the attractors depending on the size of their “parent” node. like on palm-fronds :wink: - i set out to do some fronds yesternite but instead i got distracted by adding attractors and even more attractors and finally i came up with this one :smiley:

untextured - colours are material effect.

happy to learn you gonna worm, SC :smiley:

  • juandel

I knew I would finally suck you in Michael! Just think of it as a jeweler’s tool. I can’t wait to see what you come up with given your attention to detail and motor skills. Please give it a whirl.

Juandel it looks like an ant’s view of a field of wonder grass. I am glad it seems to be working properly on your machine, yeah!

<BLOCKQUOTE>quote:</font><HR>to be able to vary the distance of the attractors, something like a distance taper - or a function that would set the distance of the attractors depending on the size of their “parent” node <HR></BLOCKQUOTE>

The next version will allow you to move the attractors in/out/up/down/left/right much like Zif Slick. So once you have created them you can fine tune them in realtime. Also, just as you can recall a worm and load it on the screen with RCL you can also Re-Memb an existing one with the Memb function or just move the attractors with the i/o/u/d/l/r because it stores the number of attractors right in the zspheres.

Parent distance sounds like a great idea, I will try to put it in before I release version 3.4. Cool

thats a major :sunglasses: reason to finally get acquainted with ZifSlick, Floyd :smiley: plus TIA for pondering automatic attractor distance settings! :+1: :+1: :+1:

here are my latest wormings. a set of four made of one worm using a partially transparent texture and playing with different renderadjustments and in-z postwork - and another one with branches done from a wormstroke (plus multiplying it into a forked tool via rotate+alt and clicking in zsphere mode), exporting and reimporting a best render as a texture, turning the texture into an alpha, the alpha into a texture and filling the canvas with this one to achieve a greyscale painting, then reapplying the coloured version with simplebrush and drag rectangle stroke at reduced rgb-settings. both just slightly on topic but i hope you like them anyway :slight_smile:

  • juandel

    :large_orange_diamond: edit: as the top left of the first image seems to have drawn attention of both Sleeper and Floyd, here is a link to a standalone :slight_smile:

Hi Juandel
These trees are terrific :cool: :cool: :cool:
and a tricky trick work :)(alpha transparent etc
)
Pilou

Wow juandel, those are some nice images. The branches are fantatic and the top left transparent-landscapey one rocks :slight_smile:

Sleeper

thank you, Pilou and Sleeper :slight_smile:

the reduced rgb-technique used on the trees was explained in more detail in this thread

here is a quick attempt at neon-wormwriting: going to the clubs! :smiley:

  • juandel

Fantasitico Juandel, I especially think the one on the top left to be particularly ingenious and the worm thicket is great! :+1: :+1: :+1:

Here is another test of the improved Attractor functions. I have added Rotation controls for the object which you can control the internal coordinates of the object to turn over worms you have created in the Z axis and also to control placement in a symmetrical manner. Just remember if you are going to texture the object to do it first before using these controls.

Next up I will work on Juandel’s Diameter Displacement function.

Hi Digits
You have no right to make such thing! :smiley:
Possibilities become exponential! :cool:
Brain can’t follow!
Spurting profusion of beauty seems dangerous for the eyes :rolleyes:
Have happy coding!
Pilou

Hello Digits, Juandel and Stonecutter:

Now this one is the bees knees, if you ask me Digits. Especially with the texture mapping function - many possible uses for this. I haven’t had time to really get deeply into this script, but, tell me, Juandel, just how did you do that thicket in the above example? When I asked Digits about a year or so ago if he could put together a “draw-a-chain-o-ZSpheres” script, using it to make trees, shrubs and roots was what was on my mind. Seems like you did it alright.

And, Stonecutter, just think of the possibilities for the rapid prototyping of jewelry, whoaa.

Anyway, great to see all you guys again and what fantastic work.

Thank you very much,

Greg Smith

Wow Digits,

I really am impressed with the one with the orange berries. It has a very satisfying feel to it. Also, that banded landscape foursome very much reminds me of an Escher piece involving two heads which are linked together like a long orange or apple peel.

Very nice indeed.

Laz

hi Greg! good to see you are back here at zbc!

regarding those trees: as mentioned in the post the image came with, it was kind of OT, as zifworm had been used just to quickly create a mesh out of a zigzag-stroke and to taper it at negative settings until the end (opposite to root zsphere) gets very tiny - like the tip of a branch :). to build a kind of tree - no: just a part of it in order to keep the tool small, but theoretically it would be possible to do a whole tree this way - i found that constructing it from tip down is a nice and easy way: as you probably know, zbrush v. 1.55 allows you to duplicate the part of a zspheretool that is farther away from the rootsphere by using the edit-rotation, clicking on linking zspheres while holding alt. just rotate the added part off to your gusto to get additional branches. by doing so from tip down towards the root zsphere several times the mesh will become more and more complex /as previously made additions to the mesh get added, too) and you will achieve something like i did. for preview mode deselect cskin and check what density you like best. when i had thus created something like 40 - 60 branches i just placed/snapshot this tool several times, then added small ones of the same over and over again and rotated them into place :smiley: hope this helps!

  • juandel

same technique used for this one, higher density:

Hi Juandel
Tricky as usual :cool:
Have happy “branching”!
Pilou

Announcing the final? Zif Worm Version 4.0 available in the original post, download the updated manual as well.

Revamped the way the Memb functions worked and added a few dodas.

PMemb - Use the mouse to place the Attractor nodes

LMemb - Use your mouse to draw a line on the canvas to which the Attractors will conform to.

Dmemb - Creates/moves the Attractors to a distance relative to the Radius of its parent node - Thanks Juandel!

I/O/U/D/L/R (in/out/up/down/left/right) buttons to move all attractor nodes in the direction indicated.

All Memb functions will initially Create the Attractors or Modify any existing Attractors on the object.

You can also use these controls with “Preview” on so you can see in realtime what is happening to your mesh and fine tune it.

Please report any problemas, questions or suggestions I appreciate it.

Hi Bruce! Long time no see. I remember you asking about Zsphere Strokes, it has just taken me this long to start fiddling with it.

I’ll have to try that duping technique on the spheres Juandel. Try out your new “DMemb” function. Thou my favorite now is “LMemb” which I will quote from the manual

<BLOCKQUOTE>quote:</font><HR>Lmemb – (Line Membrane) – Pressing this button will activate the Mouse. Draw a stroke starting in the vicinity of your starting Node and end it somewhere in the vicinity of your ending node. Then (IMPORTANT) press the Lmemb button again. The function will create “Mres” number of Attractor nodes along the line that you have drawn. This is the most powerful function and may lend itself to creating objects that are good starts for the modelling of clothes etc
 <HR></BLOCKQUOTE>

About DMemb
<BLOCKQUOTE>quote:</font><HR>Dmemb – (Diameter Membrane) – Pressing this button will create “Mres” number of attractor nodes at a distance determined by the Radius of it’s parent node. If you have used “Auto”, “Taper” or manually sized nodes in your object you should get Attractor nodes at varying distances. If you apply this to an object with no existing nodes and they appear on the wrong axis press Dmemb again, and/or use the Attractor Movement buttons i/o/u/d/l/r to place them where you want. If the object already has attractors then it will keep the same angle and just change the distance to its parent. <HR></BLOCKQUOTE>

About PMemb

<BLOCKQUOTE>quote:</font><HR>Pmemb – (Put Membrane) – Pressing this button will activate the Mouse. Left-Click on the canvas in the vicinity of the last node of your “Zif” worm and it will create “Mres” number of Attractors from that point to the starting point in a straight line. This is great for making “Ribbon” that are V-Shaped and lend themselves to rotating. <HR></BLOCKQUOTE>

Here is a test image I created pretty much entirely with the new “LMemb” function. Which will allow you to conform your “Ribbons” to whatever else is on the canvas.