Filter Modulators

BPR Filters Modulators


Filter Modulators

The Modulators in the BPR Filters sub-palette

Txtr thumbnail Mask Border MBlur
MSoft Radius Normal Gaussian
Mask Mask Exp Fresnel
Fresnel Exp Shadow Shadow Exp
Ao Ao Exp Sss
SSS Exp Depth Depth Exp
Depth A Depth B Cavity
Cavity Exp Cavity Radius Cavity Sense
EdgeDetect ED Exp Ed Ds
ED Radius E Sense NoiseMaker
Edit Noise Gray1 Gray Range
Gray2 RGB Selector Swatch RGB Int
RGB Exp Int Int Exp
Hue Hue Exp Sat
Sat Exp Normal Selector Normal
Normal Exp Red Green
Blue


 
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Txtr thumbnail

The Texture selector thumbnail is only enabled for some BPR filters. It lets you select an image to be used by those filters. It is not used as a mask modulator, but rather as a filter modulator.

Some filters will provide better results with alpha-type images (grayscale) or with regular RGB textures.

 
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Mask Border

The Mask Border modulator adds a threshold to the current modulators, shifting them outside or inside the limit of the current mask. It is very similar to a shrink or grow of the current mask.

 
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MBlur

If the Mask Blur is set to a value other than 0 it will diffuse the edges of the current modulators. This is perfect for making a softer transition between masked and unasked areas of the render

 
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MSoft

Mask Softness will make the transition area of the mask more or less soft.

 
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Radius

Filter Radius

 
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Normal Gaussian

Filter Blur Type – default Normal Gaussian

 
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Mask

Modulate Strength By Mask

 
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Mask Exp

Filter By Mask Exponent

 
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Fresnel

Modulate Strength By Fresnel (Negative=Front,0=Center,Positive=Sides)

 
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Fresnel Exp

Filter By Fresnel Exponent

 
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Shadow

Modulate Strength By Shadow

 
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Shadow Exp

Filter By Shadow Exponent

 
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Ao

Modulate Strength By Ambient Occlusion

 
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Ao Exp

Filter By Ambient Occlusion Exponent

 
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Sss

Modulate Strength By Sub-Surface Scattering

 
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SSS Exp

Filter By Sub-Surface Scattering Exponent

 
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Depth

Use the Depth slider to determine how strong the filters are applied relative to the depth of each pixel within the rendered image.

 
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Depth Exp

The Depth Exponent 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.

 
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Depth A

The Depth A and Depth B 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.

 
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Depth B

The Depth A and Depth B 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.

 
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Cavity

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.

 
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Cavity Exp

Filter By Cavity Exponent

 
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Cavity Radius

Cavity Filter Radius

 
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Cavity Sense

Cavity Filter Sensitivity

 
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EdgeDetect

Edge Detection applies the 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.

 
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ED Exp

The Edge Detection Exponent will control the Edge Detection roll off. The higher this value is, the more solid the outline will be.

 
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Ed Ds

With Edge Double-sided pressed the filter will be double sided, applied to both sides of the edge.

 
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ED Radius

The Edge Detection Radius adjusts the thickness of the edge filter being applied to the model.

 
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E Sense

The Edge Detection Filter Sensitivity slider adjusts how much change in surface is required for ZBrush to determine that an edge is present.

 
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NoiseMaker

Modulate strength by NoiseMaker

 
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Edit Noise

Pressing the Edit Noise button will show the NoiseMaker interface, allowing you to adjust the Noise applied to the render.

 
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Gray1

The Gray1 selector sets the start gray value.

 
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Gray Range

The Gray Range modulator, composed of two color swatches and a slider, allows you to define a gradient between these two colors. It can be used to trim some effects, such as applying the filter only between the two selected colors. The Gray Range slider will increase or decrease the threshold of these selected colors, changing how strictly the modulator adheres to them.

 
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Gray2

The Gray2 selector sets the end gray value.

 
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RGB Selector Swatch

The color chosen with the RGB Selector will be used as a modulator for a filter. In this way, the filter can be applied only to that color in the render, based upon the Intensity, Hue and Saturation sliders located next to the swatch.

If you click and drag from the Color swatch, the cursor will become a Picker with which you can select any base (unshaded) color from your model, before any render or filter affects are applied.

If you hold the ALT key while using the color picker it will instead pick the final, shaded color that is seen on screen with any and all render effects applied.

 
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RGB Int

The RGB Intensity slider modulates how strongly the color selected by the RGB Color swatch is used, giving more freedom to the modulation of the effect, if desired. At this slider’s maximum, the current filter will only be applied on the selected color.

The picked color can be modified or shifted by modifying the separate Intensity, Hue, Saturation and Variation sliders.

 
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RGB Exp

RGB Exponent

 
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Int

Filter By Intensity


 
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Int Exp

Filter By Intensity Exponent


 
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Hue

Filter By Hue

 
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Hue Exp

Filter By Hue Exponent

 
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Sat

Filter By Saturation

 
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Sat Exp

Filter By Saturation Exponent

 
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Normal Selector

Normal Selector

 
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Normal

Modulate Strength By Normal

 
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Normal Exp

Filter By Normal Exponent

 
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Red, Blue & Green

Display only the red, blue or green component channels of the image.