If there is a specific effect you’d like to like to apply with a texture ( a “texture” in Zbrush = image map), then paint that texture onto your mesh, and render it as part of a multi-pass rendering workflow. I’m sorry if my original reply led you to believe there was no way to do this. If there is a highly specific effect you’d like to apply with an image texture, simply render a pass with that texture applied, and composite it in with the others in an image editor. More advanced affects can be achieved by using multi-pass rendering, BPR filters, and image compositing. Matcap materials have many of their characteristics baked in, and will not respond to changes in the rendering environment like standard materials. Do, however, understand the difference between Matcap materials and standard materials. ![]() Noise can be added to increase the grain of the effect. ![]() Specular quality can be adjusted in the material Modifiers by adjusting its curve. For instance, there’s no need to use an image to simulate a bump or a surface roughness–you’d simply create an actual rough or bumpy surface on the mesh. In many cases those sorts of images would be used to simulate characteristics that Zbrush would simply render with real geometry. ![]() Zbrush doesn’t use a layered, image-based shader system like some other programs.
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