Here, I’ve inverted the mask so that previously masked area becomes unmasked and the previously unmasked area becomes masked… In this way, a single surface can have many different types of Fibers effects. You may now repeat the above steps with a different Masked area or different settings. You should now be able to see the generated SubTool in the SubTool palette as shown below. Once you are satisfied with your results, press the Tool > FiberMesh > Accept button to generate your FiberMesh as a new SubTool. Picking the right Material is also a key factor in your FiberMesh render. This will render your FiberMesh so that you can be sure you’re happy with the results before proceeding to the sculpting and styling phase. To evaluate your Fiber with complete shading, press the BPR button at the top right of the interface or use the Shift+R hotkey.
HOW ADD BRUSHES TO ZBRUSH 4R4 UPDATE
While in Preview mode, changing any of the Fibers settings will instantaneously update the fibers on your model without the need to cancel your operation and start from scratch. At this stage, if you move your point of view or orientation of the model, the fibers will disappear until you release your mouse cursor. Your fibers will appear as a non-editable preview. Once the surface’s PolyPaint and Mask have been defined, modify the Fibers settings according to the style you are looking for. In the image below, I’ve turned on FiberMesh > Preview and you can see that the fibers now only grow from the masked area. In the image above, I’ve masked the red area where I want the fibers.
HOW ADD BRUSHES TO ZBRUSH 4R4 FULL
At full Mask intensity the fibers will take on the full attributes defined in the Tool > Fibers sub-palette. Lower intensity will create a less dense area of fibers with a short length.
It is advised to change the Mask intensity by modifying the RGB Intensity of the Mask brush and/or by blurring your Mask after it has been drawn. The intensity of the Mask will modulate the density and the length of the fibers. Note: if you change the settings, or turn off Colorize, sometimes you need to move the BColor slider to get the fibers color to update.ĭraw a Mask (hold down CTRL while painting) to define where you wish to have your fibers grow from on the model. Any BColor setting greater than zero should show the polypaint color. The fibers should now take on the polypaint color.Īs the color in the Base Color selector (the icon to the left of the BColor slider) can affect the fibers color set this to black/white, although the BColor setting can be adjusted if you want to tint the fibers. In the Tool > FiberMesh > Modifiers set the TColor (Tip Colorize) slider to 0 and the BColor (Base Colorize) slider to 1. With Colorize on (so the polypaint shows) turn on Tool > FiberMesh > Preview… When the fibers are generated, they will (depending on the Fibers settings) draw their coloration from that of the underlying surface. PolyPaint the source model with the colors of your choice. These are my notes taken from early experimentation, which can help beginners understand the basics of using FiberMesh™.
Instead, FiberMesh creates real geometry which can be added to an existing model as a new SubTool. FiberMesh™ is a specialized mesh generation tool in ZBrush that allows you the create fur, grass, fibers, weeds and hair. Unlike the Fiber material, FiberMesh is not a render process.