{"id":3613,"date":"2022-10-13T10:35:46","date_gmt":"2022-10-13T10:35:46","guid":{"rendered":"https:\/\/3dcoat.com\/documentation\/?post_type=manual_documentation&#038;p=3613"},"modified":"2026-01-25T13:38:54","modified_gmt":"2026-01-25T13:38:54","slug":"per-pixel-painting","status":"publish","type":"manual_documentation","link":"https:\/\/3dcoat.com\/documentation\/manual\/workspaces-rooms\/paint\/texture-painting-and-modes\/per-pixel-painting\/","title":{"rendered":"Painting Per-Pixel"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">Utiliza\u021bi modul Per-Pixel pentru modele de \u00eenalt\u0103 rezolu\u021bie (art digital\u0103) \u0219i modele de rezolu\u021bie joas\u0103 (pixel art), unde ave\u021bi nevoie de compatibilitate maxim\u0103 cu alte medii \u0219i unde este necesar\u0103 o claritate extrem\u0103 a texturii.<br \/> A\u0219a c\u0103 am decis s\u0103 implement\u0103m <strong>pictura<\/strong> per-pixel . <\/p>\n\n\n\n<pre class=\"wp-block-preformatted\"> Re\u021bine\u021bi c\u0103 pictura \u00een ad\u00e2ncime \u00een acest mod accept\u0103 doar generarea \u00een timp real a unei normal map, mai degrab\u0103 dec\u00e2t deplasarea pictat\u0103 real\u0103, dar, pe baza acestor informa\u021bii, o displacement map poate fi exportat\u0103, precum \u0219i o normal map.<\/pre>\n\n\n\n<p class=\"wp-block-paragraph\"> Prima despre care vom vorbi este pictura per-pixel . A fost introdus \u00een 3DCoat pentru prima itera\u021bie a ciclului v3. Cunoscutul 3DCoat V2 a folosit vopsirea micro-vertex.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u00cen aceast\u0103 abordare, fiecare fa\u021b\u0103 (doar quad permis) a fost reprezentat\u0103 ca un petic de N x M v\u00e2rfuri (N \u0219i M ar putea fi diferite pentru fiecare fa\u021b\u0103).<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> Fiecare v\u00e2rf avea culoare \u0219i coordonate \u00een spa\u021biu, a\u0219a c\u0103 era permis orice fel de deplasare. Cu toate acestea, aceast\u0103 abordare a fost limitat\u0103 deoarece a fost foarte dificil s\u0103 edita\u021bi ochiuri cu fe\u021be non-quad; proiectarea patch-ului la textur\u0103 a dus la pierderea calit\u0103\u021bii, a\u0219a c\u0103 a fost dificil s\u0103 import o textur\u0103, s\u0103 o edita\u021bi \u0219i s\u0103 o export , deoarece textura dup\u0103 export p\u0103rea u\u0219or neclar\u0103.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> <em><strong>Iat\u0103 punctele de baz\u0103 ale acestei tehnologii:<\/strong><\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Painting se realizeaz\u0103 nu peste v\u00e2rfuri, ci direct peste pixeli de pe textur\u0103. Se pare c\u0103 fiecare pixel de pe textura 2D este reprezentat ca un punct \u00een spa\u021biul 3D.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Fiecare pixel con\u021bine orice cantitate de straturi de culoare, opacitate, deplasare normal\u0103 \u0219i str\u0103lucire.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Fiecare strat poate fi amestecat cu cel anterior folosind opera\u021bii de amestecare comune \u0219i binecunoscute pentru culoare \u0219i deplasare.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Fiecare punct de textur\u0103 din spa\u021biul 3D \u00ee\u0219i are vecinii \u00een reprezentarea pe per-pixel . Este important deoarece permite pictarea peste model \u0219i efectuarea de opera\u021biuni non-locale, cum ar fi estomparea \u0219i ascu\u021birea cu o pensul\u0103.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Unele opera\u021bii sunt efectuate \u00een spa\u021biul 3D, cum ar fi pictura, umplerea \u0219i aplicarea curbelor, iar altele \u00een proiec\u021bie 2D, ca o pat\u0103. Toate acestea sunt transparente pentru utilizator.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Majoritatea opera\u021biunilor pot fi efectuate (op\u021bional) nu numai pe partea vizibil\u0103 a unui obiect, ci \u0219i pe cea invizibil\u0103, cum ar fi aplicarea de curbe, umplerea \u0219i pictarea inelelor, dreptunghiurilor \u0219i poligoanelor pe suprafa\u021b\u0103.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Schimbul cu alte aplica\u021bii devine rapid \u0219i f\u0103r\u0103 pierderi de calitate, pute\u021bi utiliza 3DCoat \u00een orice etap\u0103 a conductei, pute\u021bi pune o atingere final\u0103 sau pute\u021bi efectua o texturare complet\u0103.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Pute\u021bi import o normal map \u0219i o pute\u021bi utiliza ca referin\u021b\u0103 pentru pictura texturii. O normal map poate fi schimbat\u0103 \u0219i; pute\u021bi aplica ni\u0219te neteziri (nu peste cus\u0103turi) sau pute\u021bi estompa unele zone.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Vopsire f\u0103r\u0103 sudur\u0103 \u0219i netezire a texturii: Aceast\u0103 tehnologie poate fi utilizat\u0103 pentru orice tip de texturare, low poly sau high poly. Pute\u021bi edita texturi de la 32 x 32 la 8192 x 8192 (dac\u0103 ave\u021bi 1 GB sau mai mult de memorie video). Poate fi folosit \u00eentr-o gam\u0103 larg\u0103 de aplica\u021bii, de la grafic\u0103 pentru telefoane mobile p\u00e2n\u0103 la proiecte de jocuri de ultim\u0103 genera\u021bie \u0219i filme care necesit\u0103 texturi uria\u0219e. Aceast\u0103 tehnologie accept\u0103 texturi cu gresie, auto-intersectate \u0219i oglindite f\u0103r\u0103 probleme. \u00cen rezumat, exist\u0103 o list\u0103 de avantaje ale picturii per-pixel fa\u021b\u0103 de pictura cu micro v\u00e2rfuri:<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Mult mai rapid dec\u00e2t pictura cu micro vertex.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Suport\u0103 seturi UV placate, auto-intersectate \u0219i \u00een oglind\u0103 (pictura cu microvertex accept\u0103 doar texturarea nesuprapus\u0103).<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Ocup\u0103 mai pu\u021bin\u0103 memorie dec\u00e2t abordarea cu micro v\u00e2rfuri.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Ofer\u0103 o bun\u0103 precizie a picturii f\u0103r\u0103 nicio neclaritate suplimentar\u0103. Singurul dezavantaj \u00een compara\u021bie cu pictura cu micro vertex este c\u0103 pictura per-pixel nu accept\u0103 deplasarea vectorial\u0103, ci doar deplasarea normal\u0103. Uneori, acest lucru \u00eel face un punct esen\u021bial, a\u0219a c\u0103 am l\u0103sat ambele abord\u0103ri per pixel \u0219i micro v\u00e2rf \u00een loc. De exemplu, folosirea abord\u0103rii micro-vertex pentru a picta peste sculpturile voxel coapte v\u0103 ofer\u0103 rezultate mai bune.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> <strong>Avantajele picturii per-pixel fa\u021b\u0103 de pictura prin proiec\u021bie:<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Posibilitatea de a opera pixeli pe partea din spate a modelului, de exemplu, umplerea, estomparea \u0219i aplicarea efectelor generale.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Calitatea Painting nu depinde de distan\u021ba de la obiect la camer\u0103.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Rezultat de vopsire mai precis; ceea ce vezi este ceea ce prime\u0219ti. Avantajul cheie fa\u021b\u0103 de pictura obi\u0219nuit\u0103 cu textura \u00een spa\u021biu este posibilitatea de a estompa pixelii sub pensul\u0103, deoarece fiecare pixel are vecinii s\u0103i.<\/p>\n","protected":false},"author":3,"featured_media":0,"parent":2076,"menu_order":1,"template":"","manualdocumentationcategory":[9],"manual_doc_tag":[156],"class_list":["post-3613","manual_documentation","type-manual_documentation","status-publish","hentry","manualdocumentationcategory-manual","manual_doc_tag-per-pixel-painting"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v24.3 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Per Pixel Painting - Documenta\u021bia 3DCoat<\/title>\n<meta name=\"description\" content=\"Utiliza\u021bi modul Per-Pixel at\u00e2t pentru modele de \u00eenalt\u0103 rezolu\u021bie (art digital\u0103) c\u00e2t \u0219i pentru modele de rezolu\u021bie joas\u0103 (pixel art), unde ave\u021bi nevoie de compatibilitate maxim\u0103 cu 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