Brush Controls

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AlphaTile: Allows sculpting with tilings of the current alpha, as opposed to the normal single alpha. At a setting of 2, the alpha will effectively be repeated in a 2x2 grid, and that tiled alpha will be used to affect the brush stroke. Higher values give 3x3, 4x4, etc. tilings.
WrapMode: Values of WrapMode higher than 1 will be multiple copies of a stroke to be applied to a model at the same time. In some sense, it's a generalization of bilateral or other symmetrical modeling techniques.

Wrap mode is normally best used with models that are symmetrical and simple in their rough form. A primary use is with planes, to permit quick production of tileable alphas from a plane mode (since a single brush stroke can be set to produce multiple strokes that preserve edge tileability, the amount of work required is reduced.)

Experimentation with sculpting a plane at different values of WrapMode is one of the best ways to understand it.
AccuCurve: To reduce the demands on your system when doing complex sculpting, ZBrush may use internally a slightly modified version of the Edit Curve defined in the user interface. This will not normally be noticeable. If you believe that sculpting is not showing all of the details you've defined in the Edit Curve, turn AccuCurve on. Alternatively, if you find sculpting slower than you'd like, try turning AccuCurve off.
Samples: This can change the sensitivity of certain brushes to properties of the surfaces to which they are applied.

The effects of some brushes (Flatten, for example) can be greatly affected by properties of the surface immediately underneath the cursor. (The default behavior for the flatten brush is to try to flatten to a plane tangent to the orientation of the plane under the cursor). If these properties change over short distances, such as might happen with finely detailed surfaces, the result can be brush strokes that are very difficult to control

Higher values of Samples indicate that a larger area around the cursor should actually be examined, and the properties of interest (such as surface orientation) averaged over that area. This gives more stable results as the brush moves over a surface. A value of 0 examines the smallest possible area under the cursor, and hence makes brushes very 'sensitive' to these sorts of changes.

You can also achieve very precise control of certain aspects of brushes using the Picker Palette.
Gravity: Gravity allows simulation of gravity, wind, magnetism, or other directional effects that 'pull' (or push) at the surface of your model. When gravity is on, your regular sculpting will be modified by a pull in the direction of the gravity. Imagine windblown cloth, or the heavy folds of elephant skin.
Gravity Direction: Determines the direction your sculpting will be pulled in as you work. Click and drag in the arrow box to set the direction.
Gravity Strength: Determines the amount of gravity push or pull as you sculpt. Set to 0 for no gravity effect.

Brush Masking Controls

For more information about cavity masks, backface masks and color masks click here.

Smoothing Controls

Smoothing is considered such an important operation that a special shortcut and controls apply to it. When using any brush, press and hold Shift to smooth what is under the brush. The controls in the 'smoothing' section of the brush menu apply specifically to smoothing in this way.

Smoothing Curve: In ZBrush 3, you can quickly activate the smooth brush by holding down the Shift key while you paint; the idea is that Smooth is so important that it should always be quickly available. The smoothing curve affects only the smooth brush when invoked with Shift, and thus effectively makes the smooth brush a fully custom brush that can be invoked at any time.

If RGB is selected in the shelf, smoothing will also effect PolyPainting.

Alt Brush Size: This is a sibling of the Brush Size control, but affects the size of the smoothing brush that is in use when the Shift key is held down.
Auto Smooth: When Auto Smooth is on, ZBrush will automatically apply partial smoothing on a selected basis while sculpting is being done using other brushes. For example, ZBrush might smooth areas at the edge of a brush stroke where polygons have been severely distorted during sculpting. The intent is to reduce artefacting while preserving the desired effects of sculpting.
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