Below is a list of descriptions for all NanoMesh options and parameters.
ZBrush for iPad NanoMesh functions the same way as in ZBrush desktop. For more details, refer to the NanoMesh section in the desktop documentation.
Preview
The Preview window in the NanoMesh sub-palette visually represents the currently selected NanoMesh index. Clicking on the preview allows you to cycle through and choose different NanoMesh indexes applied to the model.
NanoMesh On
The NanoMesh On toggle turns on or off all NanoMeshes assigned to the active model. When turned off, all Nano instances temporarily disappear without being deleted, allowing for a quick comparison between a NanoMesh Index and a base model.
Hide Others
The Hide Others option isolates the currently selected NanoMesh index by hiding all other NanoMesh instances applied to the model. This function operates similarly to Solo Mode in subtools, allowing focused adjustments to a specific NanoMesh.
<< and >>
The << (Previous) and >> (Next) buttons let you cycle through the available NanoMesh indexes assigned to the model.
If only one NanoMesh exists, these buttons remain inactive.
Index
The Index slider directly selects a specific NanoMesh index from multiple applied NanoMeshes.
Copy
Copy the NanoMesh settings of the currently selected index, allowing you to transfer its attributes to another NanoMesh Index.
Paste
Paste the previously copied NanoMesh settings to the selected NanoMesh index.
This section is home to the Edit Mesh option for editing the source NanoMesh model for the current Index.
Edit Mesh
The Edit Mesh button isolates the original insert mesh of the selected NanoMesh index, allowing direct sculpting and modification. Any edits made while in Edit Mesh mode update all Nano instances dynamically when exiting the mode.
This section provides controls for locking NanoMesh transformations, toggling the visibility of NanoMesh instances, and highlighting placement polygons for easier distribution adjustments.
FreezePlacement
The Freeze Placement option locks the positional attributes of all NanoMeshes, preventing further modifications to their transformations while allowing other edits, such as material and texture changes.
Show Instances
The Show Instances toggle controls the visibility of all NanoMesh instances on the model. When disabled, only the base placement polygons remain visible, making it easier to edit their structure.
ShowPlacement
The Show Placement function highlights all polygons with assigned NanoMeshes, making it easier to visualize and adjust their distribution.
This section provides controls for scaling and fitting NanoMeshes to placement polygons, offering modes to maintain proportions, fully cover polygons, enforce a constant height, or clip excess portions.
Prop
The Proportional Mode (Prop) ensures that the inserted NanoMeshes maintain their original proportions regardless of the shape of the placement polygons.
Fit
The Fit mode scales each NanoMesh instance to match the placement polygon while maintaining its original proportions and avoiding distortion.
Fill
The Fill mode scales NanoMeshes to cover the placement polygons fully, which may introduce non-uniform scaling and distortions.
ConstH
The Constant Height (ConstH) mode ensures that all NanoMeshes retain a fixed height, regardless of variations in the placement polygon sizes.
Clip
The Clip mode trims any portion of the NanoMesh that extends beyond the boundaries of the placement polygons, preventing overlap or excessive protrusion.
The Transform Options section provides a Size slider to control the overall scale of NanoMesh instances relative to their placement polygons.
Size
The Size slider adjusts the overall scale of the NanoMesh instances relative to the placement polygons.
A collection of x/y/z-axis scaling parameters applied to NanoMesh instances.
Width
The Width slider adjusts the horizontal scaling of the NanoMesh.
WVar
The Width Variation (WVar) slider adds random variation to the width of each NanoMesh instance, creating more organic-looking distributions.
Length
The Length slider modifies the longitudinal scaling of the NanoMesh.
LVar
The LVar slider introduces random variation to the length of each instance.
Height
The Height slider adjusts the vertical size of the NanoMesh.
HVar
The Horizontal Variation (HVar) slider applies random variation to the height of each instance.
The Offset section provides controls for adjusting the NanoMesh position along the X, Y, and Z axes, with additional variation sliders to introduce randomness and a Modulate By Color function for modifying shading based on polypaint data.
XOffset
The XOffset slider shifts the NanoMesh along the X-axis relative to its placement polygon.
XOVar
The X-axis Offset Variation (XOVar) slider applies random offset variations to create less uniform positioning.
YOffset
The YOffset slider moves the NanoMesh along the Y-axis, affecting lateral positioning.
YOVar
The Y-axis Offset Variation (YOVar) slider introduces random offset variations to break the uniformity.
ZOffset
The ZOffset slider adjusts the depth placement of the NanoMesh, controlling how much it sits above or below the placement polygon.
ZOVar
The Z-axis Offset Variation (ZOVar) slider introduces random variations to the Z-axis offset.
Modulate By Color
The Modulate By Color function allows NanoMesh instances to inherit and modify their shading based on the base model's polypaint data, creating subtle or drastic color variations.
The Rotation section controls NanoMesh orientation along the X, Y, and Z axes, with additional variation sliders to introduce randomness and reduce uniformity.
XRotation
The XRotation slider rotates the NanoMesh along the X-axis.
XRVar
The X-axis Rotation Variation (XRVar) slider introduces randomized rotation variations for less uniform orientation.
YRotation
The YRotation slider rotates the NanoMesh along the Y-axis.
YRVar
The Y-axis Rotation Variation (YRVar) slider randomizes the rotation to break uniformity.
ZRotation
The ZRotation slider rotates the NanoMesh along the Z-axis.
ZRVar
The Z-axis Rotation Variation (ZRVar) slider applies random rotation variations to create a natural-looking distribution.
The Tiling section controls NanoMesh repetition, pattern arrangements, and randomization for structured or organic distribution across placement polygons.
Flip H
The Flip H toggle mirrors the NanoMesh horizontally.
Flip V
The Flip V toggle mirrors the NanoMesh vertically.
H Tile
The H Tile slider sets how many times the NanoMesh repeats horizontally within each placement polygon. By default, tiling follows a grid pattern, which can be modified using the Pattern setting.
V Tile
The V Tile slider controls the vertical repetition of the NanoMesh within each placement polygon. Like H Tile, it follows a grid pattern unless adjusted by the Pattern Modes setting.
Pattern
The Pattern slider controls the tiling arrangement of the NanoMesh inside the placement polygons, defining the repetition structure.
Pattern Modes
The Pattern Modes menu provides various tiling distribution options, allowing different repetition styles within each placement polygon.
Random Distribution
The Random Distribution slider scatters NanoMesh instances across the placement polygons in a randomized manner, overriding any structured tiling.
Random Seed
The Random Seed slider regenerates the random distribution using different seed values, allowing you to cycle through different placement patterns without changing other settings.
RandArray
The Random Array (RandArray) function further enhances randomness by adjusting multiple parameters simultaneously to create highly organic variations.
A collection of alignment parameters is available for customizing NanoMesh instances alignment to polygons.
Align to Normal
The Align to Normal function aligns each NanoMesh instance with the placement polygon's surface normal, ensuring a natural fit to the model's curvature.
Align to Short Edge
The Align to Short Edge function orients the NanoMesh along the shortest edge of each placement polygon.
Align to Long Edge
The Align to Long Edge function aligns each NanoMesh along its longest placement polygon's edge.
Align to Near Edge
The Align to Near Edge function modifies Align to Long Edge, adjusting orientation based on the closest polygon edge.
Align By Point Order
The Align by Point Order function orients NanoMesh instances based on the vertex order of the placement polygon.
Align To Random Edge
The Align to Random Edge function randomly selects an edge for alignment, resulting in varied orientations.
No Alignment
The No Alignment mode turns off automatic orientation adjustments, allowing the NanoMesh to follow its default orientation.
A collection of color editing parameters is available for NanoMesh instances.
Restore NanoMesh MRGB
The Restore NanoMesh MRGB button resets NanoMesh instances to the color and material of the original master mesh.
This function only affects NanoMeshes after modifying the color or material using any of the options from the Colorize menu.
Mesh MRGB
The Mesh MRGB function matches the model's vertex-filled color (RGB) and material (M) information to the NanoMesh instances.
Mesh Color
The Mesh Material function matches and fills the model's vertex-filled color (RGB) information to the NanoMeshes.
Mesh Material
The Mesh Material function matches and fills the model's vertex-filled Material (M) information to the NanoMeshes.
UI Color
The UI Color function fills the currently selected Color >> Main Color to the NanoMeshes.
UI Material
The UI Material function fills the currently selected Materials >> Material to the NanoMeshes.
UI MRGB
The UI MRGB function fills the NanoMeshes with the current Color >> Main Color (RGB) and Materials >> Material (M) selections, chosen in the ZBrush interface.
Adjust Hue
The Adjust Hue slider shifts the color tone of NanoMesh instances, allowing you to modify their overall color without changing saturation or brightness.
Adjust Saturation
The Adjust Saturation slider controls the intensity of color in NanoMesh instances, making them more vivid or muted based on the selected value.
Adjust Intensity
The Adjust Intensity slider adjusts the brightness of NanoMesh instances, affecting how light or dark their colors appear.
Adjust Variations
The Adjust Variations slider introduces random variation to the hue, saturation, and intensity of NanoMeshes, creating a more natural and less uniform color distribution.
A collection of UV options is available for NanoMeshes.
Use Base Mesh UVs
Allow NanoMesh instances to inherit UVs from their placement polygons for colorization.
Use Base Mesh Texture
Allow NanoMesh instances to inherit color from Polypaint applied to the vertex points.
A collection of NanoMesh conversion options is available for converting NanoMesh instances.
One To Mesh
The One to Mesh function converts the selected NanoMesh Index into fully editable geometry.
All To Brush
The All to Brush function creates a new brush containing all NanoMesh Index's.
This applies only to the original NanoMesh part within each index and does not include their instanced duplicates.