it's dotproduct of a view/camera and a pixel normal vectors ( Fresnel gradient) remapped to some special cube map texture or a gradient . pretty sure should be doable in SPainter too but i never tried. In Blender viewport it's simple like this .
Here is the problem laid out in visual format. Anybody know anything about this? Does Unreal just reduce the definition automatically? I'm trying to get the definition down to the pixel.
what is it in zbrush that causes pixelation around your brush? also, what causes this spacing problem that is happening in the image below? that is one solid stroke but there are lags in the stroke.