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Capturing a cavity map out of zbrush 4

synergy11
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synergy11 polycounter lvl 6
I created a tile-able texture in zbrush that Im capturing materials from. The normal, diffuse and spec worked well. However I am having trouble getting a good material setting for capturing cavity maps. I tried using Behrooz's settings from this thread

http://www.zbrushcentral.com/showthread.php?t=79141&page=15&pp=15

But It did not work as in intended.


If anyone can point me in the right direction that would be great.

I wonder if it's possible to create a material setting that resembles ambient occlusion?

Thanks !

Chris

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  • cryrid
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    cryrid interpolator
    If it didn't work as intended, what as the result and what were you aiming for?

    You could go to the alpha palette and grab the document. Create a new plane (subdivide but don't smooth) and apply the alpha as a displacement map. Then you could use BPR to render AO, or use MultiMap Exporter to export both an AO and cavity map. You could even switch to the flat-color matcap and then mask by cavity / ao and then paint it in.
  • MalloryW
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    MalloryW polycounter lvl 14
    You could also mask by AO and then create a texture from masking. Though mask by AO always crashes for me for some reason. If that doesn't work you could try the same thing except with mask by cavity.
  • AnimeAngel
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    Ya mask by AO and mask by Cavity work pretty well, although I generally prefer to create my cavity maps in photoshop using the normal map and the xnormal photoshop plugin. Alot less hassle that way I think
  • synergy11
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    synergy11 polycounter lvl 6
    Thanks folks.

    I'll try those methods.


    The result was that I just got a blank white material applied. I should have been a darkish color in all the pits and cavities when I applied the cavity material..then I could have just exported doc as PSD for compositing.
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