Hi
A Marble texture is generated by a mathematical noise function. (A common method is named Perlin Noise and if you are interested you can read more info about Perlin Noise in here )
ZBrush has a similar Noise Generator available within the material modifiers sub menu. This noise generator can be used when creating 3D-based noise materials. Here are few examples of the Noise Materialā¦
The above materials are all based on the āNoisePattern1ā material. By modifying the Noise intensity, Noise radius and (most importantly) the āNoise Curveā you are able to generate endless variations of Marble/Noise surfaces.
There are several advantages to using 3D Material as opposed to wrapped 2D texturesā¦ (Naturally, 2D textures do have their advantages as well)
Here are some key Material-vs.-Texture pointsā¦
I have applied a modified NoisePattern1 material to a Sphere3D and also have applied the same materials to the canvas (CTRL+F) and āgrabbedā (NRGBZGrabber tool ) the canvas in order to produce a marble texture. See belowā¦
When texture is wrapped on a 3D object, it will be stretched to fit the topology of the object, which may result in a noticeable pattern distortion. Material on the other hand, will always have a proper density regardless of the topology of the 3D object, as seen belowā¦
When scaling a 3D object, the wrapped texture will be scaled as well, which will produce an undesirable result when the pattern needs to be of a consistent size (such as bricks). Material on the other hand, will retain its scaling regardless of the object size, as seen belowā¦
When the need arises to increase the density of the texture, a texture may produce a visible seam as well as a noticeable (and at times, undesirable) repetitive pattern. However, material will properly scale without producing a seam, nor will it produce a noticeable repeatable pattern, as seen belowā¦
When placing two separate and partially overlapping textured objects, the intersection may produce a visible discontinuity. Material will produce a continued pattern in the intersection and across the objects, as seen belowā¦
The level of details that is imbedded within a texture is in direct proportion to the size of the texture. If placed on a large enough (or zoomed) object, the texture will reach a point in which no more details are available and the object will look blurred or faceted. Material, on the other hand, is resolution independent and can offer (practically) unlimited amount of details, as seen belowā¦
The obvious question isā¦ If 3D Material has all these advantages, why use textures???
Wellā¦ textures do have their advantagesā¦
Texture is much faster to render by a rendering engine as opposed to a 3D calculation-intensive material.
Texture can easily be transferred to other applications while Materials are mostly application-dependent and are not easily transferable or reproducible in other applications.
Texture can be modified on a pixel-level that offers tremendous amount of control over the exact look of the texture, while 3D materials are mostly generated by computational algorithms with small (and practical) number of user-controlled inputs.
At times, the apparent shortcoming of a texture (such as visible repeatable pattern) is actually desirable.
There you have itā¦ Materials vs. Textures: In some cases 3D material would be the best choice, while in others, a texture would be the winner.
Regardless of whether or not you prefer to use textures over materials, you should remember that some 3D materials do use textures and most textures can be created by a 3D material and both can be created and utilized within ZBrush.
I hope youāll find this helpful
-Pixolator