1. #91

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    Thank you! I got the file

  2. #92
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    can you upload plz the old versions of matcap baker because the new version has a problem with the intensity of displacement no matter if i change the slider it will always my bake will have hight displacement intensity on it, also when i try to click manualy i cant slide the sliders anymore, the new version its a bit messy, i would be gratefull if you upload the more simple version

  3. #93
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    @eleszar1: All the previous versions of the plugin live in this thread (you can download all the versions from the initial 2012 release.) The version below should fix the issue with the switches becoming disabled. The manual intensity slider should work as well; to revert/update make sure you have 'recreate displacement' turned on.)

    MatCap Baker

    (Ver 2.6 Updated 10/01/2015)

    Installation


    **** Make sure you have updated to 'ZBrush 4R7 P3' or later! *****


    ZBrush 4R7 32bit:
    UnZip the attached MatCapBaker_v2.6_x32.ZIP file to your \Pixologic\ZBrush 4R7\ZStartup\ZPlugs\ folder.
    Restart ZBrush.
    MatCap Baker will be located under the Zplugin tab.


    ZBrush 4R7 64bit:
    UnZip the attached MatCapBaker_v2.6_x64.ZIP file to your \Pixologic\ZBrush 4R7\ZStartup\ZPlugs64\ folder.
    Restart ZBrush.
    MatCap Baker will be located under the Zplugin tab.


    **** Make sure you have updated to 'ZBrush 4R7 P3' or later! *****

    Change Log

    v1.6: Initial Public Release
    v1.7: Fixed error when interface UI button size is less then 40
    v2.1: Added options for turning Adaptive On/Off, SmoothUV On/Off. Added buttons to force the recreation of the texture and displacement maps. Displacement intensity will now be set from the automatically generated 'Alpha Depth Value' of the displacement map unless 'Use Manual Intensity' is On. Fixed the resolution when recreating a displacement/texture to be 1:1 with 'Texture Map Size.' Added option to generate the displacement from a Morph target if one exists (finds the morph target automatically, switches to it and generates the displacement map.) Changed/Reorganized the interface some to handle all the additional features.
    v2.3: Fixed shortcut code problem with 4R5 MacOSX! Thanks to Marcus for the solution!
    v2.5: Updated to 4R7 P2 x32 an 4R7 P2 x64. **Make sure you have ZBrush updated to 4R7 P2 or later**
    v2.6: Fixed switch issue (plugin never had enable code implemented so switches would become disabled.)


    -Joseph
    Attached Files Attached Files

  4. #94
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    Default

    Hi! I really like this plugin! I was just wondering if there was a method to use it with multi-tiled UV's?

    Chris

  5. #95

    Default Installation Issue

    First and foremost I want to thank you for not only this plugin but all of your amazing tutorial videos. I really don't think I could have progressed at the rate I did without them.

    After installing the plugin the way described I am unable to find it in the Zplugin tab. I am concerned that while I am using the most recent version it may be referencing an older version of the plugin from an older version of zBrush. Should I remove the plugin from the corresponding folder from my older version of zbrush? Has anyone else had this issue?

    EDIT: Never mind.
    User Error in installation process. I forgot to move the actual plugin out of the folder it was in with Data. S
    Sorry about that just trying to do too many things at the same time...

  6. #96

    Default File Write Error

    Please Read Edit at bottom for fix.
    Please Help I have spent 2 days trying to figure this out myself with no luck before I decided to try to ask for help.

    I Get The Following Error Message after processing when I try to use the plugin:

    Sorry, the disk space is critically low. Please clear more disk space (by emptying the trash, deleting files, etc.) and then click OK to resume.

    I have attached a screen shot to show the amount of Disc space I have. as well as providing the following Specs to help with this.

    OSX 10.10.5
    Mac Pro Mid 2012
    3.2 GHz Quad-Core Intel Xeon Processor

    16 GB 1066 MHz DDR3 ECC

    ATI Radeon HD 5770 1024 MB


    EDIT: Ok so after several days of trying to figure this out Ultimately it was the plugins data file was stored in the plugin folder incorrectly. After unzipping, BOTH the plugin and the Data folder needed to be moved out of their enclosing folder into the zStartup/Plugins folder independently. I cant believe I missed this from the beginning. I spent so much time over thinking the issue believing it was some kind of permissions issue. Anyway I hope my dumb mistake will help someone avoid this issue in the future...
    Last edited by XLCR Godfather; 02-15-16 at 12:11 PM. Reason: Found Solution.

  7. #97

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    Many thanks for what looks like a wonderful plugin. I've had mixed luck with this plugin, probably because I don't have enough subdivision levels in my model, and because the sculpting on level 3 was pretty subtle. I was trying to apply toy shiny to a model just to test this.

    I had only 3 subdivision levels, and level 3 wasn't really that much more detailed than level 1. So even when I set Disp Level to 1 in the plugin, it probably generated a weak Displacement Map, right? As a result, my final baked texture was a little brighter throughout, but it didn't really produce shiny highlights, which is what I want with the toy plastic material. Does the plugin work best with a model with 6 or 7 geometry levels?

    Also, the plugin has flip UVs highlighted by default. Why would I want to keep this enabled?

  8. #98
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    I apologize for the super late replies on these; I just got an email saying there was a reply in the thread =\

    @
    casperamy: You would have to break out all the overlapping parts to separate subtools then process to get the effect to work.

    @
    XLCR Godfather: Glad to hear you got the issue figured out; thanks for kind words!

    @
    Grotius: Yeah the process is just using a Displaced Plane to generate the effect. If your sculptural detail is very low it will just pick up the overall color from the Matcap and nothing else. You can try activating [Use Manual Intensity] and then increase the Disp Intensity slider. That should increase the height of the displacement map.

    The 'Flip UVs' option automatically flips the texture map inside of ZBrush for use in external applications. By default when you create a texture map in ZBrush it does it upside down (If you turn this off you will have to 'Flip' the map vertically before using it in an external application.)

    -Joseph

  9. #99

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    Thanks, Joseph! Great plugin you have here. Thanks for writing it, and thanks for taking the time to reply.

  10. #100
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    great and very usefull. Thanks a lot!!!

  11. #101

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    I'm having two problems I hoped someone could help me with. I am doing low poly models (~800-1200 polys) and when I use the script the output bake works great, only blocky because of the minimal poly count:
    1. So when baking I'm having to subdivide my mesh to about 200k to get smooth bakes. I then delete my lower divisions to make that my base to render from. When I bake an error says that the model has to be at the lowest subdivision to bake. It will continue through the process but only bake a flat color (beige when using the pewter matcap) and no material.
    2. When I do bake at the original model size the inside of the model captures all of the shine and material properties that I need, however on the outside there seems to be no material or too much light blowing out the look of the material, again making a flat color (white in this case). Things I have tried: moving the light source to the bottom on the material, no luck. Thinking its only rendering the shadow side I created a shell around the top of my model in the hopes to give it a shadow, again no dice.

    Any idea's on what I should do? Thanks

  12. #102
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    Fantastic work. Well done Piggyson.

  13. #103
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    Default

    FYI Here is where you get the latest version for 4R8:

    https://pixologic.com/zbrush/downloadcenter/zplugins/

  14. #104
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    Unhappy

    Hi guys!
    Maybe I one person who can't corectly create baked texture.
    Try all settings in MatCapBaker. Also pick antialiased and UV-border 0.
    Result is very creepy.
    I'll try bake Chrome Bright BlueTint.
    https://imgur.com/cJF4hcf https://imgur.com/KMZ6uEZ
    Result:
    https://imgur.com/ZamGICt https://imgur.com/35rloUL


    I'm tired with that, maybe someone can help me. What I do wrong?

    UPD. Solved.

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