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/*zscript:&root/ZScripts/ProjectionMaster/ProjectionMasterTute.zsc|Projection Master Tutorial*/
/*title_start*/Painting Displacements using Projection Master/*title_end*/
/*text_start*/\C020202Projection Master\C484848 also enables you to move polygons and deform your model based upon depth that's painted on the object after dropping. The higher the model's resolution, the smoother the edges of the displacements; you'll get optimal results when activating \C020202Deformation\C484848 options only on dense meshes.

Once you've dropped an object to the canvas, you can then paint with depth (in addition to color and/or material) on top of the object, using brushes or other 3D objects. When the object is picked up from the canvas again, mesh points will be displaced to match the depth details you've painted.

There are two options for processing displacements. When \C020202Normalized\C484848 is active, the displacement takes place along each polygonÕs surface normal -- they'll be pushed 'outward'. This allows displacements to take place in several directions as they follow the model's surface orientation. When \C020202Normalized\C484848 is inactive, the deformation takes place toward you the viewer, along the canvas Z-axis.

When \C020202Projection Master\C484848 applies displacements, it's important to note the mesh's polygon count doesn't change -- the object remains morphable, and all other features which require a consistent polygon count/vertex order (such as \C020202Smart Resymmetry\C484848) can be applied.
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