ZBrush Tip: ZBrush BPR Pass Workflow — Depth, Mask, and Color ID for Flexible Compositing

June 26, 2026 2 min read

ZBrush Tip: ZBrush BPR Pass Workflow — Depth, Mask, and Color ID for Flexible Compositing

Leverage ZBrush’s BPR render passes—Depth, Mask, and color IDs—to keep your look-dev flexible and your finals art-directable in any compositor. If you’re upgrading or building a pipeline, check out ZBrush options at NOVEDGE.

  • Why use passes?
    • Non-destructive finishing: color grade, relight accents, and add DOF without re-rendering.
    • Client changes become quick layer tweaks, not new sculpts or renders.
    • Standardizes delivery for Photoshop, After Effects, Nuke, and Fusion.

Setup checklist

  • Frame the shot: enable Perspective and set Focal Length (Draw > Camera) before BPR.
  • Set final Document size to avoid rescaling artifacts (Document > Width/Height > Resize).
  • Enable only what you need in Render > Render Properties (e.g., AO/Shadow/SSS) to keep passes clean.
  • Run BPR, then open Render > BPR RenderPass to export each pass.

Depth pass (ZDepth) essentials

  • Use it for post Depth of Field, atmospheric fog, and depth-based grading.
  • Export at 16-bit (TIFF/PSD) to prevent banding; many compositors expect to invert the map—test and invert if needed.
  • Lens affects scale: longer focal lengths compress depth; match this in comp for realistic DOF.
  • Photoshop: place Depth in a channel, use Lens Blur with the channel as source. After Effects: apply Camera Lens Blur with the Depth layer as Luma Map.

Mask pass (clean silhouette)

  • Exports an anti-aliased matte of your model against the background.
  • Use to isolate the character for grading, glows, or to composite over plates.
  • In Photoshop, load as Selection from channel; in Nuke/Fusion, use as a matte input for Merge/Grade nodes.

Color ID pass (object/material mattes)

  • Create fast, precise selections without edge hunting.
  • Workflow:
    • Assign IDs: Tool > Polypaint > Polypaint from Polygroups (or paint flat colors per SubTool).
    • Select the Flat Color material; disable AO/Shadow/SSS so color stays pure.
    • BPR and save the Shaded pass—this becomes your Color ID map.
    • In comp: use Color Range/Keyer to isolate any part cleanly.
  • Tip: keep a consistent color palette across shots to reuse selection presets.

Production tips

  • Lock your camera to prevent pass misalignment (Draw > Camera > Store/Load or ZAppLink Properties > Cust views).
  • Name outputs with pass suffixes (char_v03_beauty.tif, char_v03_depth.tif, etc.) for pipeline clarity.
  • If you need multiple ID sets (materials vs. parts), render additional Flat Color passes with alternate color assignments.
  • Combine Depth with subtle AO and Shadow passes to add believable contact and volume without crushing midtones.

Need licensing, upgrades, or bundles for your ZBrush pipeline? Visit NOVEDGE or talk to the NOVEDGE ZBrush team for tailored recommendations.



You can find all the ZBrush products on the NOVEDGE web site at this page.







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