ZBrush provides 25 different filters which can be combined and applied to your BPR render. These can be modulated by the filter settings and the masking settings.
applies speckles to the render. The noise color can be modulated by the Color setting located at the right of the Blend mode.
fuzzes the rendered details. The Color setting has no impact on this filter. This filter is the opposite of the Sharpen filter and so if the Strength slider is set to a negative value this filter will produce a Sharpen effect.
makes the edges and other details in the render more pronounced. This filter is the opposite of the Blur filter and so if the Strength slider is set to a negative value this filter will produce a Blur effect.
produces a popular photographic effect that superimposes a blurred version of the image with a sharpened version. The result is a soft and slightly blurry image that nonetheless has clear details and vibrant color.
applies transparency to the render. At 100%, the rendered colors become invisible.
applies a glow effect to the render. The color of the Glow is based on the render color.
applies a uniform color to the render which can be modulated by the Color setting located at the right of the Blend mode. This filter is applied using the Replace blending mode.
applies a uniform red color to the render using the Screen blending mode. The Color setting has no impact on this filter.
applies a uniform green color to the render using the Screen blending mode. The Color setting has no impact on this filter.
applies a uniform blue color to the render using the Screen blending mode. The Color setting has no impact on this filter.
modifies the color purity within the render. (Red at 100% saturation is pure red while at 0% saturation is colorless gray.) The Color setting has no impact on this filter.
shifts the colors within the render to a different color. How far the color is shifted away from its starting point is modified by the Strength slider. The Color setting has no impact on this filter.
modifies how bright the colors are within the render. A negative for the Strength slider will darken the render while a positive value will lighter the render. The Color setting has no impact on this filter.
With the color patch set to mid-grey and a strength setting close to 1, this filter adjusts your render to look more like a film negative.
Applies an exponential of the color intensity. It lightens the overall image without washing out detail.
Offsets all colors in the image to be brighter or darker by an equal amount.
Applies the selected color from the patch over the BPR render. Combined with the Mask and Fresnel settings, it can produce non-photorealistic rendering (NPR).
Contrast User Color
Allows you to modulate the contrast of the render using the Color information defined with the color patch available below the Strength slider. This color will be added with the colors from the final render. A darker color will create a much more contrasted render and lighter color will provide less contrast. For better results you can mix this contrast with the Mask modulator.
Contrast Auto Color
Similar to the Contrast User Color, but ZBrush will find the best color from the final render.
Contrast Auto Gray
Similar to the Contrast User Color, but the contrast will use a neutral grey. This results in a neutral colored contrast.
Posterize XLow – Posterize XHigh
Five Posterize filters that apply a post-render posterize effect to the whole render, including any background image. XLow applies the least amount of posterization and XHigh the greatest amount of posterization.
BPR Filters Operators
The BPR Filters Operators are used to mix your BPR filters togethers.
- Red, Green and Blue Components: Display only the red, blue or green component channels of the image.
- Depth Slider: Use this slider to determine how strong the filters are applied relative to the depth of each pixel within the rendered image.
- Depth A and B: These sliders modulate the Depth operator to let you define the starting and ending point of the render depth. Depth A defines where the filter will begin to affect the image with a slow exponent and Depth B represents where the filter will be applied at 100% intensity.
Note:These slider values are easily set simply by clicking one and then dragging your cursor over your render to pick a point in the image that has the desired A or B depth value.
- Depth Exponent: This controls falloff between Depth A and Depth B. The higher the value the more harsh the transition will be from Depth A to Depth B. Lower values will have a slow, soft transition.
- Cavity: Applies the current filter to the portions of the render detected as being surface cavities. This is similar to the way a MatCap can use cavities to display two different shaders. The Cavity filter can be modulated by the cavity radius detection and sensibility detection, which can drastically change the transition across the surface’s geometry.
A new control has been added to the filter exponents. You now have the capability to apply any filter to the edges of the surface. You can use this to simulate an outline of a model, much like a comic book or cartoon. For example:
1. Select the Paint filter.
2. Turn the Paint slider all the way to 100. The whole image will become grey.
3. Click on the color swatch and select your desired color.
4. Increase EdgeDetection to its maximum value. You will see that your model now has an outline around the edge using the color you selected. Now use the following sliders to refine the results.
This will control the Edge Detection roll off. The higher this value is, the more solid the outline will be.
With this pressed the filter will be double sided, applied to both sides of the edge.
The Edge Radius adjusts the thickness of the edge filter being applied to the model.
The Edge Detection Filter Sensitivity slider adjusts how much change in surface is required for ZBrush to determine that an edge is present.