Suface Noise 작업창에서 Graph의 역할 ?
-개별적 세부적 스컵팅이 아닌
하나의 노이즈 이미지를 전체에 적용시켜주냐 제거하느냐의 접근방식임 그래서 Tool> Surface, 에서 toggle
명령을 줄수
가 있음 그리고 Subtool내에 레이어단위로 적용시킬 수 있음. 그래서 일반브러쉬를 사용해서 edit 할 수없음. Smooth(shift key) 이런걸로 적용이 안됨. (baking한 이후에 일반 sculting 명령으로 edit 할 수있음)
_항상 issue가 되어지는 부분은 stretching과 패턴적용 방향이다
_UV map을 기준으로 적용하는게 제일 좋음
_사용하는 방법 옷감(직물) 효과를 줄때에 mesh(object)표면에 적용하기전에 Masking by surface noise 를 적용시키고 Deformation> inflate 를 조금 효과를 줌 그러면 단순히 뾰족하게 뛰어나온 표면 효과가 둥글해지는 효과로 인해서 더 사실적으로 보일 수 있음
_Surface noise 부분도 morph target으로 store해주고 brush로 smooth 해주고 morph brush로 다시 작업할 수 있음
_Making을 한부분에는 surface noise가 적용되지 않음
Surface Noise
With the
Surface noise feature, you can apply a
procedural noise to your creations, driven by simple parameters and curves for easy customization. By default, the noise is
applied globally to your object in a non-destructive
way, allowing you to change it at any time or even remove it. Or with a single
click you can apply it to your model as geometry that can be sculpted. It can
even be a mix of different noises, blended together with the help of the
powerful ZBrush masks.
Noise is
also available as a brush setting, which means that you will be able to add
this noise to all your ZBrush sculpting brushes!
Applying
Surface Noise Globally to your Model
In the Tool
palette, open the Surface menu and click on the Noise button: a noise will be
displayed on your model. At this first step, the noise is parametric and can be
removed or change at anytime, by deactivating the Noise feature or changing the
different parameters.
Noise Scale:
This slider changes the scale of the noise. High value will create a large
noise while small values create a thin noise. A larger size will also deform
the mesh at an extreme displacement.
Strength:
This slider will change the intensity of the noise, without changing its scale.
At 0, the noise won’t be visible and at 1, the bump strength will be at its
maximum. It is recommended to keep this setting at a lower level.
Noise Curve:
by changing the aspect of the curve, you will drastically change the aspect of
the noise. The Curve editor is working like all the others ZBrush Curves
editors.
ColorBlend :
this slider, associates with the two colors, the cavity of the noise will take
on either of the colors.
Apply to
Mesh: it will convert the procedural noise to a real deformation on the model,
like if you have sculpted it with default ZBrush Brushes.
SNormal—This
will smooth the normals of the mesh before the noise is applied when you click
the Apply to Mesh. When using higher scale and strength values it is advised to
have this setting at 100.
Notes: The
quality of the noise generated by the Apply to Mesh function will depend on the
resolution of your Polymesh. If your resolution is to low, you won’t have a
high quality noise. If needed, increase the Subdivision levels. The Surface
noise is a visual effect applied on the top of the mesh and no real deformation
is applied. It means that if you set a high value for the strength and after,
do the Apply to Mesh action, you may have unexpected results with very high
elevations. Remember that the view of the Noise is like viewing a bump map but
when the Apply to Mesh is clicked it is like applying a displacement map to a
mesh. If you have an extremely high scale and strength then your mesh will be
pushed to extreme points.
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