I doubt it since they have their own way of handling geo in the viewport (pixols) that probably wouldn't translate well for a 3rd party renderer. The alternative is exporting and rendering outside of Zbrush, like Keyshot.
i know but im just curious are they planing to make some changes about that, i think it's time. Ppl already flying to the moon. This process is slow when artist needs to export meshes to another apps for rendering. Zbrush needs to have render engine in itself, dont you agree? 3d character artist needs to have a preview directly in the application where doing polypainting to see exactly how its gonna look like as final, isnt that logic?
Also, polypaint is basically just vertex color. If they were to add a full renderer, they'd have to also add a full material system. It's quite a bit of work.
The renderer in zBrush is pretty good as well as the BPR system. I only tested out Keyshot for a little while but was very impressed with it. Like oglu sed using it is pretty seamless and the quality high. Probably a standard 3D artist needs a swish renderer, but most of us never use it in zBrush as our interest lies in the form you can model/sculpt. I suspect a lot of members here rely on software like Quixel, Substance designer and Marmoset Toolbag to finalize their textures for games and realtime rendering. I wouldn't like to see them waste their time on expanding rendering capabilities.
Zbrush doesnt even have a real camera perspective, i have my doubts that a physical based render could even work with the data inside zbrush. If it has to convert it to run its own camera and stuff, you could easily just export
Replies
This process is slow when artist needs to export meshes to another apps for rendering.
Zbrush needs to have render engine in itself, dont you agree?
3d character artist needs to have a preview directly in the application where doing polypainting to see exactly how its gonna look like as final, isnt that logic?