BPR Filters let you grade, composite, and stylize your ZBrush renders directly in-app—fast, iterative, and non-destructive.
Access and order of operations
- Open Render > BPR Filters. You have 12 slots (F1–F12) to stack effects.
- Run a BPR first, then enable filters. Re-render after each tweak for accurate results.
- Order matters: apply corrective adjustments first (exposure/contrast), then definition (edge/cavity), finish with style (DOF, vignette, grain).
Core stack that works on almost any model
- Base grade: gentle exposure/contrast and a small saturation lift to normalize values.
- Edge definition: a subtle sharpen; optionally mask by cavity/AO to emphasize creases without boosting noise.
- Depth shaping: depth-masked color shift (cool far, warm near) plus a light blur for atmospheric perspective/DOF.
- Spec pop: a soft bloom or screen-style lift in the highlights to sell material response.
- Finishers: faint vignette and a touch of film grain to unify the image.
Mask intelligently for surgical control
- Depth masks: keep focal subjects crisp while the background softens; match intensity to focal length for realism.
- Cavity/AO masks: push panel lines, pores, and engravings without flattening midtones.
- Material/Polypaint masks: grade metals and skin differently in a single render—no external comp needed.
Workflow tips for speed and consistency
- Use small intensities and stack effects; heavy-handed single filters clip detail.
- A/B quickly: toggle filters to evaluate contribution; keep a “neutral” slot you can enable/disable for baseline comparison.
- Save and reuse: store your lighting + filter setup as a reusable preset or project template for team consistency.
- Export both: keep the filtered beauty and the raw BPR passes (Depth, AO, Shadow, SSS, Mask) for external grading if needed.
- Anti-alias first: render clean (AA and sufficient resolution) before adding sharpen/edge filters.
- Calibrate on a neutral MatCap/clay first; once values read well, swap in final materials.
Common pitfalls (and quick fixes)
- Over-sharpening: introduces halos—lower radius and intensity; sharpen only where masked.
- Crushed blacks/bleached whites: ease contrast; use levels-style adjustments to protect midtones.
- Overdone vignette: keep it subtle and scene-consistent; it’s a frame, not a tunnel.
- Unreal DOF: tie blur strength to scene scale and camera FOV; avoid “miniature” artifacts unless intentional.
Production-ready presets to try
- Cinematic neutral: mild contrast, cool shadows/warm highlights, faint vignette, light grain.
- Clay review: grayscale, cavity-masked sharpen, AO emphasis, no bloom; perfect for form checks.
- Product pop: crisp edge, selective bloom on speculars, gentle saturation, clean background roll-off.
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