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BPR Rendering Workflow in ZBrush 4 R2

By Daniel Bystedt
Web: Open Site
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| 4 Comments
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Date Added: 18th May 2012
Software used:
Photoshop, ZBrush
1534_tid_Fig 51.jpg
After posting the image Angry Faun on ZBrush Central, I got a lot of questions about my render and comp workflow. This guide was written while I was using ZBrush 4 R2 and rendering with BPR Render. All compositing was done in Photoshop.

Environment Light

Press the texture button in Light > Background to import the image that you want as a base to create your lights from. Keep the HDRi in the texture slot so it can be used as environment reflection in materials (Fig.01).

1534_tid_Fig 01.jpg
Fig. 01

If you are making an environment pass, make sure samples in Light > Background are about 2-3 to create a very ambient lighting. The idea is to simulate bounced light from the environments, so you don't want a very specular light (Fig.02).

1534_tid_Fig 02.jpg
Fig. 02

Adjust the exposure etc., if you need to get a good intensity on your lighting. Don't forget to activate Use Material Curves to make sure that your diffuse and specular curves on the materials should be used while rendering. Otherwise the materials will share the same curves. You can find theses settings in Light > LightCap adjustment (Fig.03).

1534_tid_Fig 03.jpg
Fig. 03

As you can see in Fig.04, there's a shaded pass on the bottom. The Exposure layer controls light intensity, while the Photo Filter layer gives it a slight green tint. On the top is a solid color adjustment layer with Normal as the blending mode. It is masked with an inverted version of the shadow pass from the environment light/light cap. Use Alt + click just below each of the three top layers to make them only affect the layer on the bottom of this stack and no layers further down.

1534_tid_Fig 04.jpg
Fig. 04


The current pass can be seen in Fig.05, and the combined passes in Fig.06.

1534_tid_Fig 05.jpg
Fig.05
1534_tid_Fig 06.jpg
Fig.06

Key Light

This pass was rendered with a normal light. This light is supposed to be the main light. Don't forget to save out your light cap (for later access) and then delete all lights in the light cap. The reason is that the light cap light and shadow pass should not affect your other render passes (Fig.07).

1534_tid_Fig 07.jpg
Fig. 07



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Readers Comments (Newest on Top)
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(ID: 222985, pid: 0) Piotr on Sun, 06 October 2013 4:49am
This was exactly what I have been looking for since couple of years ago. Thank you
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(ID: 199980, pid: 0) Vlad on Tue, 28 May 2013 11:42pm
Unbelievable amount of work! Really great job! and thx a lot for the walkthrough.
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(ID: 185977, pid: 0) Luis B on Mon, 11 March 2013 8:04am
Thanks a lot for the effort in making this tutorial. I love the character design and the final result is great. Truly good stuff.
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(ID: 153180, pid: 0) Naky on Sun, 30 September 2012 12:31pm
Thank you for showcasing your process in Lighting & Rendering... Just one question i have been facing since i started using Z brush is when you use BPR how can i export the image with a mask on the creature or the sculpt?... I mean creature separate & BG separate !
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