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NanoTile Textures! unofficial - Information, Installation

@f​:slight_smile:celess: No worries happy to help :slight_smile: So the principle is that you need to store each switch’s on/off state to memory (that is stored to a file), then also create a ‘Startup’ routine that will go through and refresh the switches when the ZPlugin is refreshed (Marcus_Civis set me up with this solution a while back and I have been using it since.)

Now for 250 switches this is going to not be an easy task… Below is a link to a PasteBin link to an example with three switches setup to store to memory with a Startup Routine. There is also code to lock the switch to an ‘On’ state so it can not be toggled off (Thanks again to Marcus_Civis for this workflow.)

Here is the pastebin link:
http://pastebin.com/8CjBbN2v

Let me know if that helps :slight_smile:

-Joseph

Sure it helps Joseph thank you for pointing me that example, it really different approach that mine,
I ask me a good question now, what is best method to use, the sleep Awake Event system or
The method that track what we are clicking on, and that benefit of this to reload all the switches status from the a save memblock from the disk.
i guess the second one is better if i understand it well.

I post you my personal approach : ( on pastebin again :))

http://pastebin.com/mJ9MrZX5

can be useful :wink:

I must to weight cons and pro with the marcus’s method, because the switch code is a lot of extra linies to add , when my method just need a [mvarSet, pluginInt, 0,1 ] (when pressed ) or [mvarSet, pluginInt, 0,0 ] (when unpressed )

Does it impact the performance when sculpting or anything, if the Zbrush tick and wait for the proper event, to awake from the sleep mode ?

Into a game engine there is so many element that tick awaiting to be triggered, considering my own experience, i don’t think there will be more advantage if the code of the plugin increase with more lines of code (marcus method), as i can reduce the the timer to only tick at a low frequency my method, could really also make the difference, concerning the part of the code that reads the memblock then set each switch to the proper state, the code is equivalent to marcus 's method, I don’t think there is anything to compare here to measure the performance.
smaller is the code, and then the performance should be improved.
the problem is that i really must to take the correct decision on the engineering choice.

Thank you for taking your time to shed your light with me Joseph, i appreciate the help.
would you like to join ma beta tester list ? i could send you the toolset for evaluation i think you would appreciate it a lot :slight_smile:
If yes throw me you email in PM, i still have no date, but the first beta release is imminent :slight_smile:

Friendly,
Nicolas

Wow. Very nice. Tell me. I just downloaded ZWelder 1.7. Hopefully it will work in 4R7 (x64)

hey Joseph
Finally you got right on this one, it worked well as described really appreciated the help now it all clear :wink:

I apologize for the hijack of your post this way but if there is one that must to know, it’s you :slight_smile:

i might have chosen the private message instead, to ask you if you would like to join my private beta test
of the bloody beast of toolset for Zbrush, I made during the last 9 months. It’s quite huge and addictive :slight_smile:

so if yes, Joseph, may i sent you a private message with some instructions just for you to grab your copy and license for free ?
(with no commercial restriction on the use) .
it takes 2 minutes and the time for me to send you an email with the link to grab ZGameTools on gumroad, and the instructions at startup /documentation /reference guide / youtube channel.

Friendly,
Nicolas

So AMAZING! I wonder if non-periodic tiles are possible? Probably not unless done procedurally with some
weaponsgrade AI!

** Update it crashes when I want to export the AO map with “auto export”

Great plugin, I tried this on pc at work and zbrush crashes. So I have no errors to share. We are using floating licenses this won’t be the reason would it?

Thanks

Such a great plugin! I’m having some issues with the output though, it seems all of my textures have a fringe around them that sadly makes them unusable.

You can see the effect when I’m trying to use the textures as surface noise here:

17c5449f82990dfbf082166feb70eb84.png

I also tried just grabbing the depth of the framed tile tool and exporting that, but the result was the same. :confused:

Has anyone encountered this issue and know of a fix?

Is there a fix for this?
Does anyone know if you need to change the Render settings?
If it helps anyone:
I change my AO to 4096 res (in the render tab)
and do a BPR render pass to get my shadows and AO (make sure you have shadows and AO enabled in you render properties.
For a normal map you can apply the normal material, do a best render (disable shadows and AO first) and then use zaplink to get a seamless result.
Seems to work but there are a lot of clicks involved to get it done (not complaining) I wish that Create Seamless Maps button worked.

Also what is the WrapModePlane for?
I thought it was to create uneven geometry for your nanomesh geometry to sit on (get more variation in the height) but there is a different plane substool for the nanomesh stuff. Is it that your nanomesh geo will only tile if its laid on a flat plane surface?

If anyone can answer I’d really appreciate it, thanks :wink:

Hello,
I have a problem with the nanotiles texture plugin since i’am on ZbrushR8: i have always this message when i start the plugin and also when i try to export seamless maps.
error.png

Nano tiles texture v2.3 x64
conf: windows 7

anyway, thank you for everything

im having the same problem as the guy above whenever i try to export or create a new tiletool, has this problem been fixed/ is there any solutions? im on 4R8

1.JPG

im having the same problem as the guy has above, on 4R8 :L, is there a solution?

hmmmm it seems the Dam_Statndad has renamed to DamStandard and the script can’t find now the command :roll_eyes:

a temp fix if you need :

visit zbrush 4R8>zdata> brushpresets
duplicate DamStandard.zbp and rename it Dam_Standard.zbp
then restart Zbrush or load the brush manually.

Hi!

I got the infomail today about the 4R8 plugins. After installing the NanoTile plug-in, I get this message when starting ZBrush:

Screenshot_1.png

ok glad it work back :stuck_out_tongue:

It’s only a little error. If you really need it now, take the nanotile Version before and rename the Dam_Standard brush like you write in your post ago. Take it easy :sunglasses:

incorrect install instruction/compiled:
NanoTileTextures_4R8.zsc move to %\ZData\ZPlugs64\ , not %\ZStartup\ZPlugs64\

UPD: Thanks Joseph for the very quick response - the problem is a unworking plugin in 4R8 - MatCap Baker for 4R7.

Very nice thats works :+1:

nope it doesn’t works, i don’t the need the plugin, Ijust want to help you guys to bring it to work, but sadly i insltalled the R8 build and nothing is working.
the Ztexturer plugin toolset in my sign is 10 ten more powerful then Joseph’s nanotile plugin i don’t need it.
about the error message it’s just because zbrush can to read the script entirely and it can’t to create the interface of the plugin, so it simply can’t to load.
I did never installed any plugin into zdata/zplug64/ i tested for the first time and it did not worked too.
well wait for Joseph to about his plugin.

Thanks All!

The issue displayed appears to be caused by conflicting 4R7 plugins being used with ZBrush 4R8.

With the changes that occurred with ZScript from ZBrush 4R7 - ZBrush 4R8 it is not advised to use 4R7 plugins until they are updated to function with ZBrush 4R8. In addition to this it I would also suggest not modifying the items in the ZData folder as it can cause issues with your ZBrush licensing :slight_smile:

An updated version of the NanoTile Textures Plugin is now on the ZBrush Download Center. This update should resolve the issue with the conflicting plugins. Hope this helps resolve the issues!

http://pixologic.com/zbrush/downloadcenter/zplugins/

-Joseph