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Maxon ZBrush is a digital sculpting tool that combines 3D / 2.5D modeling , texturing and painting . It uses a proprietary " pixol " technology which stores lighting, color, material , orientation and depth information for the points making up all objects on the screen. ZBrush shares some similarities with traditional sculpting .

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43-550: ZBrush is used for creating " high-resolution " models (ie. models that reach 40+ million polygons ) for use in movies, games, and animations, by companies ranging from ILM and Weta Digital , to Epic Games and Electronic Arts . ZBrush uses dynamic levels of resolution to allow sculptors to make global or local changes to their models. ZBrush is most known for being able to sculpt medium- to high-frequency details that were traditionally painted in bump maps . The resulting mesh details can then be exported as normal maps to be used on

86-456: A low poly version of that same model. They can also be exported as a displacement map , although, in that case, the lower poly version generally requires more resolution. Or, once completed, the 3D model can be projected onto the background, becoming a 2.5D image (upon which further effects can be applied). Work can then begin on another 3D model which can be used in the same scene. This feature lets users work within complicated scenes without

129-428: A 2D image representing the lighting on the object, which can then be processed and reapplied to the model as a light map . To simulate diffusion, the light map texture can simply be blurred. Rendering the lighting to a lower-resolution texture in itself provides a certain amount of blurring. The amount of blurring required to accurately model subsurface scattering in skin is still under active research, but performing only

172-407: A 3.1-megapixel image. The image would be a very low quality image (72ppi) if printed at about 28.5 inches wide, but a very good quality (300ppi) image if printed at about 7 inches wide. The number of photodiodes in a color digital camera image sensor is often a multiple of the number of pixels in the image it produces, because information from an array of color image sensors is used to reconstruct

215-476: A different point. Light generally penetrates the surface and gets scattered a number of times at irregular angles inside the material before passing back out of the material at a different angle than it would have had if it had been reflected directly off the surface. Subsurface scattering is important for realistic 3D computer graphics , being necessary for the rendering of materials such as marble , skin , leaves , wax and milk . If subsurface scattering

258-584: A feature that is similar to skeletal animation in other 3D programs. The transpose feature allows a user to isolate a part of the model and pose it without the need of skeletal rigging. A user can create a base mesh with uniform topology and then convert it into a sculptable model by starting out with a simple sphere and extracting more "ZSpheres", until the basic shape of the desired model is created. Introduced in ZBrush 3.2 OS X, GoZ automates setting up shading networks for normal, displacement, and texture maps of

301-421: A heavy processor overhead. ZBrush was developed by the company Pixologic Inc , founded by Ofer Alon (also known by the alias "Pixolator") and Jack Rimokh. The software was presented in 1999 at SIGGRAPH . The demo version, 1.55, was released in 2003, and version 3.1 was released in 2007. ZBrush 4 for Windows and Mac systems was announced on April 21, 2009 for an August release, but was later postponed. Version 3.5

344-421: A particle's coordinates imposed by the measurement or existence of information regarding its momentum to any degree of precision. This fundamental limitation can, in turn, be a factor in the maximum imaging resolution at subatomic scales, as can be encountered using scanning electron microscopes . Radiometric resolution determines how finely a system can represent or distinguish differences of intensity , and

387-412: A path-tracer. It essentially simulates what happens to real photons by tracing a light path into the material, generating new paths using a lambertian distribution around the inverted normal, then picking new directions at multiple steps to scatter the light path further, hence the name "random walk". Isotropic scattering is simulated by picking random directions evenly along a sphere. Anisotropic scattering

430-437: A set of built-in filters that can be used in real time to create dramatic effects and corrections without even touching another photo-manipulation program. This allows ZBrush to quickly generate a new model with uniform polygon distribution, to improve the topology of models and eliminate polygon stretching. Fibermesh is a feature that allows users to grow polygon fibers out of their models or to make various botanical items. It

473-400: A single blur poorly models the true effects. To emulate the wavelength dependent nature of diffusion, the samples used during the (Gaussian) blur can be weighted by channel. This is somewhat of an artistic process. For human skin, the broadest scattering is in red, then green, and blue has very little scattering. A major benefit of this method is its independence of screen resolution; shading

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516-501: A specific pattern or shape, and textures are also editable features of the brushes. Polypainting allows users to paint on an object's surface without the need to first assign a texture map by adding color directly to the polygons. ZBrush also gives the ability to sculpt in 2.5D and comes with several brushes for that purpose. A pixol put down when sculpting or illustrating in 2.5D contains information on its own color, depth, material, position and lighting information. ZBrush also has

559-547: Is a full render suite known as Best Preview Render, which allows use of full 360° environment maps to light scenes using HDRI images. BPR includes a new light manipulation system called LightCaps. With it, one can not only adjust how the lights in the scene are placed around the model, but also generate environments based on it for HDRI rendering later on. It also allows for material adjustments in real-time. Material properties such as subsurface scattering are supported as are environmental and scan-line reflections . BPR also includes

602-476: Is a list of traditional, analogue horizontal resolutions for various media. The list only includes popular formats, not rare formats, and all values are approximate, because the actual quality can vary machine-to-machine or tape-to-tape. For ease-of-comparison, all values are for the NTSC system. (For PAL systems, replace 480 with 576.) Analog formats usually had less chroma resolution. Many cameras and displays offset

645-430: Is also a way to edit and manipulate large amounts of polygons at once with Groom brushes. It is an automatic retopology system previously called QRemesher that creates a new topology based on the original mesh. The new topology is generally more clean and uniform. This is a process that also helps to reduce or increase the polygon count. This process can also be guided by the user to make the new topology follow curves in

688-474: Is an illustration of how the same image might appear at different pixel resolutions, if the pixels were poorly rendered as sharp squares (normally, a smooth image reconstruction from pixels would be preferred, but for illustration of pixels, the sharp squares make the point better). [REDACTED] An image that is 2048 pixels in width and 1536 pixels in height has a total of 2048×1536 = 3,145,728 pixels or 3.1 megapixels. One could refer to it as 2048 by 1536 or

731-491: Is called spatial resolution, and it depends on properties of the system creating the image, not just the pixel resolution in pixels per inch (ppi). For practical purposes the clarity of the image is decided by its spatial resolution, not the number of pixels in an image. In effect, spatial resolution is the number of independent pixel values per unit length. The spatial resolution of consumer displays ranges from 50 to 800 pixel lines per inch. With scanners, optical resolution

774-406: Is direct, 94% is from subsurface scattering. An inherent property of semitransparent materials is absorption. The further through the material light travels, the greater the proportion absorbed. To simulate this effect, a measure of the distance the light has traveled through the material must be obtained. Published by Pixar, this technique is considered the state of the art. Usually integrated into

817-444: Is not implemented, the material may look unnatural, like plastic or metal. To improve rendering efficiency, many real-time computer graphics algorithms only compute the reflectance at the *surface* of an object. In reality, many materials are slightly translucent: light enters the surface; is absorbed, scattered and re-emitted – potentially at a different point. Skin is a good case in point; only about 6% of reflectance

860-409: Is often considered equivalent to pixel count in digital imaging , though international standards in the digital camera field specify it should instead be called "Number of Total Pixels" in relation to image sensors, and as "Number of Recorded Pixels" for what is fully captured. Hence, CIPA DCG-001 calls for notation such as "Number of Recorded Pixels 1000 × 1500". According to the same standards,

903-552: Is simulated usually by using the Henyey-Greenstein phase function. For example, human skin has anisotropic scattering. Optical depth / absorption is applied based on the length of the paths, using the Beer-Lambert law. Paths may be terminated inside the material when they reach a contribution minimum threshold or a maximum iteration count. When a path (ray) hits the surface again, it is used for gathering radiance from

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946-545: Is sometimes used to distinguish spatial resolution from the number of pixels per inch. In remote sensing , spatial resolution is typically limited by diffraction , as well as by aberrations, imperfect focus, and atmospheric distortion. The ground sample distance (GSD) of an image, the pixel spacing on the Earth's surface, is typically considerably smaller than the resolvable spot size. In astronomy , one often measures spatial resolution in data points per arcsecond subtended at

989-435: Is the precision of a measurement with respect to time. Movie cameras and high-speed cameras can resolve events at different points in time. The time resolution used for movies is usually 24 to 48 frames per second (frames/s), whereas high-speed cameras may resolve 50 to 300 frames/s, or even more. The Heisenberg uncertainty principle describes the fundamental limit on the maximum spatial resolution of information about

1032-496: Is then projected onto it using standard projective texture mapping and the scene re-rendered. In this pass, when shading a given point, the distance from the light at the point the ray entered the surface can be obtained by a simple texture lookup. By subtracting this value from the point the ray exited the object we can gather an estimate of the distance the light has traveled through the object. The measure of distance obtained by this method can be used in several ways. One such way

1075-448: Is to use it to index directly into an artist created 1D texture that falls off exponentially with distance. This approach, combined with other more traditional lighting models, allows the creation of different materials such as marble , jade and wax . Potentially, problems can arise if models are not convex, but depth peeling can be used to avoid the issue. Similarly, depth peeling can be used to account for varying densities beneath

1118-430: Is usually expressed as a number of levels or a number of bits , for example 8 bits or 256 levels that is typical of computer image files. The higher the radiometric resolution, the better subtle differences of intensity or reflectivity can be represented, at least in theory. In practice, the effective radiometric resolution is typically limited by the noise level, rather than by the number of bits of representation. This

1161-479: The "Number of Effective Pixels" that an image sensor or digital camera has is the count of pixel sensors that contribute to the final image (including pixels not in said image but nevertheless support the image filtering process), as opposed to the number of total pixels , which includes unused or light-shielded pixels around the edges. An image of N pixels height by M pixels wide can have any resolution less than N lines per picture height, or N TV lines. But when

1204-460: The 3D models in GoZ-enabled applications. Upon sending the mesh back to ZBrush, GoZ will automatically remap the existing high-resolution details to the incoming mesh. GoZ will take care of operations such as correcting points & polygons order . The updated mesh is immediately ready for further detailing, map extractions, and transferring to any other GoZ-enabled application. Also included

1247-399: The color components relative to each other or mix up temporal with spatial resolution: Subsurface scattering Subsurface scattering ( SSS ), also known as subsurface light transport ( SSLT ), is a mechanism of light transport in which light that penetrates the surface of a translucent object is scattered by interacting with the material and exits the surface potentially at

1290-575: The color of a single pixel. The image has to be interpolated or demosaiced to produce all three colors for each output pixel. The terms blurriness and sharpness are used for digital images but other descriptors are used to reference the hardware capturing and displaying the images. Spatial resolution in radiology is the ability of the imaging modality to differentiate two objects. Low spatial resolution techniques will be unable to differentiate between two objects that are relatively close together. The measure of how closely lines can be resolved in an image

1333-484: The company's Maxon One subscription service. In addition, the Redshift renderer was integrated into ZBrush. Like a pixel , each "pixol" contains information on X and Y position and color values. Additionally, it contains information on depth (or Z position ), orientation and material. ZBrush-related files store pixol information, but when these maps are exported (e.g., to JPEG or PNG formats) they are flattened and

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1376-408: The hardware capturing and displaying the images. Spectral resolution is the ability to resolve spectral features and bands into their separate components. Color images distinguish light of different spectra . Multispectral images can resolve even finer differences of spectrum or wavelength by measuring and storing more than the traditional 3 of common RGB color images. Temporal resolution (TR)

1419-442: The latter (although more difficult to achieve) is key to visualizing how individual atoms interact. In Stereoscopic 3D images, spatial resolution could be defined as the spatial information recorded or captured by two viewpoints of a stereo camera (left and right camera). Pixel encoding limits the information stored in a digital image, and the term color profile is used for digital images but other descriptors are used to reference

1462-447: The mesh of an object using a vertex shader, first calculating the lighting based on the original vertex coordinates. The vertices are then remapped using the UV texture coordinates as the screen position of the vertex, suitable transformed from the [0, 1] range of texture coordinates to the [-1, 1] range of normalized device coordinates. By lighting the unwrapped mesh in this manner, we obtain

1505-776: The model and retain more detail in specified areas. Shadowbox allows the user to draw a rough silhouette of what they want to model, onto the inside of a virtual box. In real-time, any changes to the drawings are applied to a 3D model, upon which further details can be applied. The feature can best be utilized for hard surface modeling. High-resolution Image resolution is the level of detail of an image . The term applies to digital images, film images, and other types of images. "Higher resolution" means more image detail. Image resolution can be measured in various ways. Resolution quantifies how close lines can be to each other and still be visibly resolved . Resolution units can be tied to physical sizes (e.g. lines per mm, lines per inch), to

1548-549: The overall size of a picture (lines per picture height, also known simply as lines, TV lines, or TVL), or to angular subtense. Instead of single lines, line pairs are often used, composed of a dark line and an adjacent light line; for example, a resolution of 10 lines per millimeter means 5 dark lines alternating with 5 light lines, or 5 line pairs per millimeter (5 LP/mm). Photographic lens are most often quoted in line pairs per millimeter. The resolution of digital cameras can be described in many different ways. The term resolution

1591-814: The pixel counts are referred to as "resolution", the convention is to describe the pixel resolution with the set of two positive integer numbers, where the first number is the number of pixel columns (width) and the second is the number of pixel rows (height), for example as 7680 × 6876 . Another popular convention is to cite resolution as the total number of pixels in the image, typically given as number of megapixels , which can be calculated by multiplying pixel columns by pixel rows and dividing by one million. Other conventions include describing pixels per length unit or pixels per area unit, such as pixels per inch or per square inch. None of these pixel resolutions are true resolutions , but they are widely referred to as such; they serve as upper bounds on image resolution. Below

1634-428: The pixol data is lost. This technique is similar in concept to a voxel , another kind of 3D pixel. ZBrush comes with many features to aid in the sculpting of models and meshes . The initial download of ZBrush comes with thirty 3D sculpting brushes, and more are available for download. Each brush offers unique attributes while allowing general control over hardness, intensity, and size. Alphas, which are used to create

1677-585: The point of observation, because the physical distance between objects in the image depends on their distance away and this varies widely with the object of interest. On the other hand, in electron microscopy , line or fringe resolution is the minimum separation detectable between adjacent parallel lines (e.g. between planes of atoms), whereas point resolution is instead the minimum separation between adjacent points that can be both detected and interpreted e.g. as adjacent columns of atoms, for instance. The former often helps one detect periodicity in specimens, whereas

1720-400: The scene, weighted by a lambertian distribution, as in a traditional path-tracer. This technique is intuitive and it is robust against thin geometry etc. One method of estimating this distance is to use depth maps, in a manner similar to shadow mapping . The scene is rendered from the light's point of view into a depth map, so that the distance to the nearest surface is stored. The depth map

1763-495: The start of the section, one of the more obvious effects of subsurface scattering is a general blurring of the diffuse lighting. Rather than arbitrarily modifying the diffuse function, diffusion can be more accurately modeled by simulating it in texture space . This technique was pioneered in rendering faces in The Matrix Reloaded , but is also used in the realm of real-time rendering techniques. The method unwraps

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1806-457: The surface, such as bone or muscle, to give a more accurate scattering model. As can be seen in the image of the wax head to the right, light isn't diffused when passing through object using this technique; back features are clearly shown. One solution to this is to take multiple samples at different points on surface of the depth map. Alternatively, a different approach to approximation can be used, known as texture-space diffusion. As noted at

1849-648: Was made available in September the same year, and includes some of the newer features initially intended for ZBrush 4. Through GoZ ("Go ZBrush"), available starting in Version 4, ZBrush offers integration with other 3D graphics programs such as Autodesk Maya , Autodesk 3ds Max , Cinema 4D , LightWave 3D , Poser Pro , Daz Studio , EIAS , Modo and Blender . ZBrush was purchased by the software company Maxon in January 2022. Since then, ZBrush has been added to

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