Mudbox scrape tool




















Constrains points to the grid. Saves the current falloff curve to the tray. Right-click the falloff image in the Properties window for the following options:. Inserts a new point under the cursor. Selects the point under the cursor.

Deletes the point under the cursor. The following falloff types use different methods to measure this distance, and produce unique results. To determine which vertices to affect, the brush walks along the surface until it reaches the end of the surface or the edge of its radius, whichever comes first.

The brush measures the distance by drawing a straight line from the center of the brush to each vertex within the brush radius.

Volume falloff affects one mesh with separated parts, which are within the brush radius. When on, Mudbox reduces the effect of the Sculpt or Paint tool on parts of the model that face away from the camera.

You can define the threshold values for the falloff using Falloff Start Angle and Falloff Range values. For example, if the Falloff Start Angle is set to 85, and the Falloff Range is set to 5, faces with a facing angle from 0 to 85 degrees have no falloff.

From 85 to 90 degrees, the falloff goes from nothing to full. For faces with facing angles over 90 degrees, the brush has no effect at all. Set the amount of detail added to the mesh as you sculpt. Reducing this value generates higher resolution polygons in the stroke area. Use this to control the overall resolution of the tessellated mesh. Divide Threshold sets the maximum length edges can be before tessellation splits them into smaller edges.

For example, when you set Divide Threshold to 5, all edges above 5 units split, which generates more polygons. Drag to adjust the value from this starting point. Set the amount of detail removed from the mesh as you sculpt. Increasing this value increases the minimum edge length of the mesh in the stroke area as a percentage of the Max Edge Length value, effectively lowering the resolution. When set to 0, no smoothing gets applied. When set to , all generated triangles are equilateral.

When set to Auto , tessellation frequency is linked to your current tool's Stamp Spacing setting. For example, if your sculpting tool is using a high Stamp Spacing value, the Frequency automatically uses its High setting. When set to Custom , use the Steps property to specify Frequenc y.

Setting Max Face Count is particularly important if you use a very low Max Edge Length value, which generates dense meshes and reduces performance. Preserves the size of the tool after use. When off, the brush inherits the size of the previously used brush. Orients the tool cursor display in the 3D View along the normal of the face under the center of the cursor ring.

Influences cursor display only, does not influence the effect of the brush on the surface. Specific to the Imprint tool. Sets how the stamp image expands outward from where you click-drag to apply it. When on default , the center of the stamp is anchored where you click. When off, the edge of the stamp is anchored. Keeping this option on can be useful especially when using an extracted vector displacement map as your stamp. Specific to the Smooth tool. When on, all sculpt layers are affected by the tool.

When off, Smooth affects only the current sculpt layer. Recalculates the underlying tool plane that affected vertices within the tool cursor move toward for each stamp in a stroke. When off, the underlying plane is determined by the initial stamp and remains fixed for the duration of the stroke.

Continuously recalculates the underlying tool plane from all the vertices affected during the stroke. Specific to the Freeze , Mask , and Erase tools. Switches the current brush from applying freezing or masking depending on which tool is selected so the stroke blurs the color per vertex information on any existing freezing or masking.

Hotkey: Shift. Specific to the Freeze , Mask , and Erase sculpt tools. Applies freezing or masking depending on which tool is selected while blurring the color per vertex information. Pen Pressure. For example, a Min Size of indicates there is no size variance, regardless of the pressure applied. Specifies how weak the tool strength is when the lightest pressure is applied to the pen, expressed as a percentage of the primary tool Strength value.

For example, a Min Strength of indicates there is no strength variance, regardless of the pressure applied. Specifies the direction vertices move when affected by a tool:.

Moves vertices in the direction of the normal of the face directly under the center of the tool. Default Moves vertices in the direction of the average of the normals of all affected faces. Moves each vertex in the direction of its own normal. Moves vertices in the direction of the stroke.

Moves vertices perpendicular to the direction of the stroke. Moves vertices along the world space X-axis. Moves vertices along the world space Y-axis. Moves vertices along the world space Z-axis.

Moves vertices toward the camera. Sculpting basics. Sculpting presets. Note: Some tools use only a subset of the properties listed below. Modifies the pixel hue by the amount in degrees rotation on the color wheel that you specify. Presses or imprints a stamp image into the surface. Dragging on the mesh positions and scales the stamp. Converts pixels to an inverse color value on the color scale. For example, a black pixel becomes white, a blue pixel becomes yellow, red pixel becomes green, and so on.

See Invert the color. Lets you paint opacity values on sculpted regions to non-destructively hide the sculpting on a layer. Works only on sculpt layers, not on the base subdivision level for the model. Lets you move the pivot point for an active joint to affect its behavior in relation to the model components. See Adjust a joints pivot location.

Selects the object as you stroke over the model. Edit the Size property to increase or decrease the area of selection on the stroke. Clicking off the model in the cancels the selection. Applies paint to the model and layer you specify. The default tool on the Paint Tools tray. See also Painting basics. Removes paint from the active paint layer. When a model has multiple paint layers channels , erasing paint on one layer reveals paint from other visible layers below it.

See Erase paint. Fills a hole inside selected borders or removes parts of a mesh. See Patch holes in a mesh. Applies a thin, dark stroke by default that is sharper along its edges compared to the Paint Brush.

Pulls vertices in towards the center of the tool cursor. Useful for more sharply defining an existing crease. Lets you interactively rotate, translate, or scale the highlighted weighted region associated with an active joint. See Pose a model component. Applies the color from images and textures using the stencil image you load into the 3D View. As you stroke across the stencil, portions of the image are applied to your model as paint. See Paint using stencil projection. Averages vertices on the surface without affecting its original shape.

Useful for creating patterns on a surface. For example, rivets on the wing of an airplane, zipper effects, stitches on cloth, and so on. Uses a stamp image by default. Lets you rotate items by dragging the rotate grip. Drag the circular rings on the grip that appears at the center of the object to rotate about the different axes.

Lets you scale items proportionally or non-proportionally by dragging the scale grip. Drag any grip box that appears at the center of the object to scale non-proportionally along that axis.

Drag the center grip box to scale uniformly in all directions. Useful for minimizing or removing protruding features. Quickly calculates a plane based on the vertex positions wherever the cursor is first placed then flattens any vertices above the plane. Builds up initial forms and moves vertices in a direction determined by the average of all normals within the boundary of the tool cursor.

Use the Direction property to modify the default setting for example, X, Y, Z and so on. Moves vertices in a direction that is tangent to their original position on the surface in the direction you stroke. Levels vertex positions in relation to each other by averaging the positions of vertices. Lets you smooth out bumps or jagged details on the curve by averaging the neighboring points.

Increases or decreases the color saturation of pixels within a texture map. See Adjust color saturation. Used mainly for detailing surfaces, intended for use with stamps. The image is stamped along the stroke in a random fashion. Lets you move items by dragging the transform grip. Drag any arrow that appears at the center of the object to move along that axis. Drag the center handle to move freely across the 3D View.

Builds up areas on a model, adding or removing material from the model surface, much like working with clay or wax. Lets you modify the weighted region associated with a joint by applying or removing color in areas you want affected using a paint-like workflow. See Adjust a joints region of influence. Customize keyboard shortcuts. Hotkeys window. Action Windows and Linux Mac OS X Results Airbrush tool Applies paint with much less opacity compared to the Paint brush, so the paint appears more feathered from the center of the stroke towards its outer edges.

Amplify tool Opposite of the Flatten tool. Blur tool Softens detail in painted texture maps. Border Curve tool Lets you create curves on the edge of the active mesh, or around the edges of a hole within the mesh. I actually did try that as well, but no success just yet. I think I am going to try a clean reinstall of the app, see if that works. Any other suggestions?

Thanks again! Message 4 of I had the same issue with my mountain Message 5 of Thats how i feel about it. Message 6 of Yeah, I tried that too. No luck. The problem is, even when I just fire up Mudbox, and use a default Mudbox native sphere right from the get go, it still does not sculpt.

I downloaded the demo version again and installed it, but I have the same problem. Message 7 of Another solution is to go to the Object List tab, select the Perspective camera and down at the bottom of the properties list change far clip to For a really big object like a mountain, you might set near clip to I did not find any way to make that change stick, even by editing in the.

Message 8 of If not, somethings wrong dude.. Because those primitives are made to work no matter what. Message 9 of No, even the primitives don't sculpt. So, yeah, something is wrong, but I am at a loss as to what it is. I even downloaded the free trial version and installed it just to see if it would be ok with a fresh install, and it still does not sculpt.

The only thing I can think of is that my grfx card is not a "certified" card, but never the less it is still a QuadroFX , so its not a cheap crappy card.



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