Since Matrix is basically a plug-in for McNeel’s Rhino3D, the 3DM format is a Rhino nURBs file. Geometry created in Rhino can be thought of as vectors for 3D in the rough equivalent that Adobe Illustrator is to 2D artwork. Grow or shrink the 3D nURBs model and the surface smoothness stays intact. As far as I know, 3DM stays mostly to Rhino3D & Matrix.
When it comes time to prototype, the 3DM model needs to be exported to an STL (polygon mesh) before most SLA 3D printers will ingest it. Scale up an STL model too much and you’ll start seeing the polygon facets in the print. Further reason to manipulate & model in 3DM, but export to STL as a last-mile distribution format.
How ZBrush plays into this is that it’s a sculpting program that permits directly manipulating a polygon mesh. Import polygon meshes like SLA, OBJ, PLY and ZBrush happily moves/sculpts/smooths the vertices that make up its surface. Likewise, it’ll easily export back out to those popular polygon mesh formats. It WILL NOT export to a nURBs format – about as much sense as unbaking a cake.
Rhino/Matrix will IMPORT a polygon mesh file like STL and OBJ, but once in that environment, it’ll only permit rudimentary changes to that mesh: transform scale in 1/2/3 axes, rotate, and maybe some boolean operations. (No, I don’t consider Rhino’s Cage Editing a viable workflow) There’s no sculpting/smoothing. As you mentioned, Matrix won’t be able to do much with a polygon mesh.
If a high-detail leaf was sculpted in ZBrush, instead of bringing it into Rhino, one alternative would be to bring the rest of the ring (shank, settings) into ZBrush and try things like nanomesh / array-mesh to pavee a region. If thought out cleverly, a Dynamesh Boolean operation may be done to add prongs and cut the pavee settings.
The other alternative is to use the ZBrush sculpted leaf as a reference mesh in Rhino. If TSplines is still bundled into Matrix, it can be deployed to manually retopologize and generate a viable nURBs surface that Matrix will recognize. You’ll likely lose a portion of high detail that was initially sculpted while in ZBrush.