{"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":"Per-Pixel Painting"},"content":{"rendered":"\n<p>Bruk Per-Pixel modus for h\u00f8yoppl\u00f8selige modeller (digital kunst) og lavoppl\u00f8sningsmodeller (pixel art), der du trenger maksimal kompatibilitet med andre milj\u00f8er og hvor ekstrem klarhet i tekstur kreves.<br \/> S\u00e5 vi bestemte oss for \u00e5 implementere per-pixel <strong>maleriet<\/strong> . <\/p>\n\n\n\n<pre class=\"wp-block-preformatted\"> Merk at dybdemaling i denne modusen bare st\u00f8tter sanntidsgenerering av et normal map, i stedet for faktisk malt forskyvning, men basert p\u00e5 denne informasjonen kan et displacement map eksporteres s\u00e5 vel som et normal map.<\/pre>\n\n\n\n<p> Det f\u00f8rste vi skal snakke om er per-pixel maling. Den ble introdusert i 3DCoat for den f\u00f8rste iterasjonen av v3-syklusen. Den velkjente 3DCoat V2 brukte mikrovertexmaling.<\/p>\n\n\n\n<p> I denne tiln\u00e6rmingen ble hvert ansikt (kun quad tillatt) representert som en lapp av N x M hj\u00f8rner (N og M kan v\u00e6re forskjellige for hvert ansikt).<\/p>\n\n\n\n<p> Hvert toppunkt hadde farge og koordinater i rommet, s\u00e5 enhver form for forskyvning var tillatt. Denne tiln\u00e6rmingen var imidlertid begrenset fordi det var sv\u00e6rt vanskelig \u00e5 redigere mesh med ikke-fire ansikter; projisering av lapp til tekstur resulterte i tap av kvalitet, s\u00e5 det var vanskelig \u00e5 import en tekstur, redigere den og export fordi teksturen etter eksport s\u00e5 ut til \u00e5 v\u00e6re litt uskarp.<\/p>\n\n\n\n<p> <em><strong>Her er de grunnleggende punktene for denne teknologien:<\/strong><\/em><\/p>\n\n\n\n<p> \u2022 Painting utf\u00f8res ikke over hj\u00f8rner, men direkte over piksler p\u00e5 teksturen. Det ser ut som hver piksel p\u00e5 2D-teksturen er representert som et punkt i 3D-rommet.<\/p>\n\n\n\n<p> \u2022 Hver piksel inneholder en hvilken som helst mengde lag med farge, opasitet, normal forskyvning og glans.<\/p>\n\n\n\n<p> \u2022 Hvert lag kan blandes med det forrige ved \u00e5 bruke vanlige og velkjente blandingsoperasjoner for farge og forskyvning.<\/p>\n\n\n\n<p> \u2022 Hvert teksturpunkt i 3D-rommet har sine naboer i per-pixel representasjon. Det er viktig fordi det lar deg male over modellen og utf\u00f8re ikke-lokale operasjoner som uskarphet og skarphet med en pensel.<\/p>\n\n\n\n<p> \u2022 Noen operasjoner utf\u00f8res i 3D-rom, som maling, fylling og p\u00e5f\u00f8ring av kurver, og andre i 2D-projeksjon, som en flekker. Alt dette er gjennomsiktig for brukeren.<\/p>\n\n\n\n<p> \u2022 De fleste operasjoner kan utf\u00f8res (valgfritt) ikke bare p\u00e5 den synlige siden av et objekt, men ogs\u00e5 p\u00e5 den usynlige, som \u00e5 bruke kurver, fylle og male ringer, rektangler og polygoner over overflaten.<\/p>\n\n\n\n<p> \u2022 Utveksling med andre applikasjoner g\u00e5r raskt, og uten kvalitetstap kan du bruke 3DCoat p\u00e5 ethvert stadium av r\u00f8rledningen, sette en siste touch eller utf\u00f8re full teksturering.<\/p>\n\n\n\n<p> \u2022 Du kan import et normal map og bruke det som referanse for teksturmaling. Et normal map kan ogs\u00e5 endres; du kan p\u00e5f\u00f8re litt utjevning (ikke over s\u00f8mmer) eller visne noen omr\u00e5der.<\/p>\n\n\n\n<p> \u2022 S\u00f8ml\u00f8s maling og utjevning av tekstur: Denne teknologien kan brukes til alle typer teksturering, lav poly eller h\u00f8y poly. Du kan redigere teksturer fra 32 x 32 til 8192 x 8192 (hvis du har 1 GB eller mer videominne). Den kan brukes i et bredt spekter av applikasjoner, fra grafikk for mobiltelefoner til avanserte spillprosjekter og filmer som krever enorme teksturer. Denne teknologien st\u00f8tter flislagte, selvkryssede og speilede teksturer uten problemer. Oppsummert er det en liste over fordeler med per-pixel maling fremfor mikrovertex-maling:<\/p>\n\n\n\n<p> \u2022 Mye raskere enn mikrovertexmaling.<\/p>\n\n\n\n<p> \u2022 St\u00f8tter flislagte, selvskj\u00e6rende og speilvendte UV sett (mikrovertexmaling st\u00f8tter kun ikke-overlappende teksturering).<\/p>\n\n\n\n<p> \u2022 Tar mindre minne enn mikrovertex-tiln\u00e6rmingen.<\/p>\n\n\n\n<p> \u2022 Gir god malingspresisjon uten ytterligere uskarphet. Den eneste ulempen i forhold til mikrovertex-maling er at per-pixel maling ikke st\u00f8tter vektorforskyvning, bare normal forskyvning. Noen ganger gj\u00f8r dette det til et viktig poeng, s\u00e5 vi lot begge tiln\u00e6rmingene per pixel og mikrovertex v\u00e6re p\u00e5 plass. For eksempel, bruk av mikrovertex-tiln\u00e6rming til \u00e5 male over bakte voxel-skulpturer gir deg bedre resultater.<\/p>\n\n\n\n<p> <strong>Fordeler med per-pixel -maling fremfor projeksjonsmaling:<\/strong><\/p>\n\n\n\n<p> \u2022 Mulighet for \u00e5 betjene piksler p\u00e5 baksiden av modellen, for eksempel fylling, uskarphet og p\u00e5f\u00f8ring av generelle effekter.<\/p>\n\n\n\n<p> \u2022 Painting avhenger ikke av avstanden fra objektet til kameraet.<\/p>\n\n\n\n<p> \u2022 Mer presist malingsresultat; det du ser er hva du f\u00e5r. Den viktigste fordelen fremfor vanlig teksturmaling i rommet er muligheten for \u00e5 gj\u00f8re piksler uskarpe under b\u00f8rsten fordi hver piksel har sine naboer.<\/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 - 3DCoat dokumentasjon<\/title>\n<meta name=\"description\" content=\"Bruk Per-Pixel modus for b\u00e5de h\u00f8yoppl\u00f8selige modeller (digital kunst) og lavoppl\u00f8selige modeller (pixel art), der du trenger maksimal kompatibilitet med andre milj\u00f8er\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, 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