In Zbrush there is an option to sculpt using texture as a mask. Is it possible also in Blender? If yes, than could you tell me how can I do that? I have textured model, and wherever is bright colour, I would like to have bump, and wherever is dark colour, I would like to have cavity.
I'm pretty sure you're the same person who asked it on Blenderartists, so here's the same answer for other people who fell here instead :
Blender currently doesn't have this feature, but there's a rightclickselect proposal about it, so you should upvote it !
In the mean time I found a workaround but it requires 3 add-ons and the detail is limited to the resolution of your current geometry :
- Mask Tools
- Bake UV-Texture to Vertex Colors (included in Blender, you just have to enable it)
Here's how to do it :
- enable Blender Internal renderer
- select your object and go in Edit Mode
- in UV/Image Editor, select your texture
- in 3D view go in Vertex Paint mode
- In Tool shelf > Misc tab > Bake, click on "UV Texture to VCols" (you can then go Back to Cycles if that's where you were)
- with your cursor hovering the 3D view, hit Space and search for "weight & color"
- in Convert, select "Vertex color to weight" and in "Color type" select "Gray scale"
- go in Sculpt Mode
- In Tool shelf > Sculpt tab > Mask Tools, click on "Create Mask"
- MMB drag on the 3D view to refresh the view and reveal the mask
- BOOM !
- haha !
It gets fast enough when you're used to it. But if someone knows a quicker workaround, TELL ME !!!
Notice that since you can convert vertex colors to a sculpt mask, this means you can use "Paint Dirty Vertex Colors" ! How neat ? Don't forget that unless you check "Dirt only" you won't have a high contrast with pure white, so you may want to enable it and tweak the angle values to have a good contrast.
ALSO, you may notice that the Mask tools add-on (sculpt tab) has options to directly mask by cavity, but you will find that it looks crappy as f*** compared to "Paint Dirty Vertex Colors".
if it is just a black and white map (no grey scale) I just apply it as a displacement, i select the vertices that are displaced, crate a vertex group and flip their normals. Then I go into sculpt mode, set the mask to "front face only" and paint the whole think. That way my vertex group will automatically be masked. Then I reflip the notmals and play around with the mask if I feel it's necessary.