Talk:ZBrush

Latest comment: 10 years ago by Shahar2k in topic heightmap?

It would be nice to read some history on how zBrush came about. I seem to remember a program made by the makers of Painter that did the same thing, but I am not sure if this is the same program or not. --64.220.182.57 02:23, 27 May 2006 (UTC)Reply

History of the software is very approximative and does not cite sources... What is the name of the Siggraph '99 proceeding? When was the notion of pixol introduced? — Preceding unsigned comment added by 91.103.43.50 (talk) 14:33, 6 June 2013 (UTC)Reply

heightmap?

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Is there a big difference between a "pixol" map and a heightmap? --Damian Yerrick (talk | stalk) 16:16, 20 April 2008 (UTC)Reply

I think yes, heightmap is two dimensional information about third dimension, and pixol is about energy in space --90.141.4.162 (talk) 21:05, 12 March 2009 (UTC)Reply
"energy"? How far did you have to dig to pull that out of your ass? Heighmap is an image that represents elevations. A "Pixol" Is their idea of having a unit with 3d data. It is closer if not the same (with a different implementation) as a voxel.
  • A pixol is a pixel that also has depth and face direction (normal) data. Marcus civis (talk) 15:12, 4 September 2010 (UTC)Reply

There is some confusion between pixols (zbrush's display method) and it's modeling abilities. zbrush originally stared as a 2.5D (2D with each pixel containing RGB, normal, depth, and material index information) Painting software. One of the available tools was the ability to stamp 3d models as a tool/brush onto the pixol canvas. gradually this ability became more and more sophisticated gaining the option to edit the models with more and more detail. at some point, multi resolution mesh editing was introduced (possibly around version 2.3? my memory isnt perfect). This was the ability to subdivide the model, and move / shift vertices in each subdivision level separately (with lower subdivisions creating gross rough changes and finer levels allowing for the insertion of finer details. this also let zbrush handle meshes which were orders of magnitude more dense than other software at the time. (I teach this software and am self-taught in it since roughly 2003, I've also followed pixolator/ Alon Ofer on various forums prior to my experience with zbrush) --Shahar2k (talk) 22:52, 25 April 2014 (UTC)Reply

Pixel

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A pixel does not contain X and Y data, these are implied. Usually it contains RGB and optionally Alpha. In a voxel, X, Y and Z are implied.

Now what is the Pixol data structure. And how can a grid based structure (that is what it reads like) be resolution independent? Something like a mipmap structure? Just speculating, but this could use some explanation. — Preceding unsigned comment added by 84.245.44.183 (talk) 08:14, 1 March 2013 (UTC)Reply

range?

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It is used by companies ranging from ILM to Electronic Arts

Is there an implied sequence here? —Preceding unsigned comment added by 124.169.53.153 (talk) 00:18, 6 October 2010 (UTC)Reply

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