Rendering and Materials
From ZBrush Info
ZBrush 4R2b provides several major enhancements to your final render through new BPR Filters settings, new enhancements to the material mixer and new global settings which will directly affect the overall render.
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Mixer: By Cavity
The Material >> Mixer now integrates a Cavity setting that will mix the selected material with the previous material(s) based on the model’s surface cavity. This is somewhat similar to the Cavity detection feature for MatCap materials but can work with any material. Like all Mixer operators, it can be combined with an Exponential setting.
Global Shadow Strength
This slider, located in the Render >> BPR Shadow sub-palette allows you to adjust the amount of shadow being applied to your entire model without needing to change the Material >> Environment >> Shadow slider settings separately for each material used.
Keep in mind that this slider is an exponent to all Material >> Environment >> Shadow slider settings so that you can adjust that value separately for various materials to fine tune the shadows as necessary. For example, if one of your materials’ Environment Shadow is set at 100 but then you move the Global Shadow Strength to 0.50 then only 50% of the 100 value will be used on the material.
Global Ambient Occlusion Strength
This slider, located in the Render >> BPR Ao sub-palette affects the amount of Ambient Occlusion applied to the entire model without the need to change each shader’s Material >> Environment >> Ao slider setting. This works exponentially in the same way as explained for Global Shadow Strength above but affects AO instead.
Global Ambient / Diffuse / Specular
The three sliders Global Ambient, Diffuse and Specular, located in the Render >> Render Properties sub-palette let you define at render time the amount of specular, ambient and diffuse information you wish to apply to your final render. Unlike a BPR filter, to observe the result of changing these settings you must do a new render.
By using these sliders, you can easily execute several render passes which each only have the ambient, color or specular information of the final render.
New BPR Filters
For new filters for BPR see New BPR Filters.

