{"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 na Per-Pixel"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">U\u017cyj trybu Per-Pixel dla modeli o wysokiej rozdzielczo\u015bci (sztuka cyfrowa) i modeli o niskiej rozdzielczo\u015bci (sztuka pikselowa), gdy potrzebujesz maksymalnej kompatybilno\u015bci z innymi \u015brodowiskami i gdzie wymagana jest wyj\u0105tkowa wyrazisto\u015b\u0107 tekstury.<br \/> Postanowili\u015bmy wi\u0119c zaimplementowa\u0107 <strong>malowanie<\/strong> per-pixel . <\/p>\n\n\n\n<pre class=\"wp-block-preformatted\"> Nale\u017cy zauwa\u017cy\u0107, \u017ce malowanie g\u0142\u0119bi w tym trybie obs\u0142uguje tylko generowanie normal map w czasie rzeczywistym, zamiast rzeczywistego malowanego przemieszczenia, ale na podstawie tych informacji mo\u017cna wyeksportowa\u0107 displacement map , a tak\u017ce normal map.<\/pre>\n\n\n\n<p class=\"wp-block-paragraph\"> Najpierw om\u00f3wimy malowanie per-pixel . Zosta\u0142 wprowadzony do 3DCoat dla pierwszej iteracji cyklu v3. Dobrze znany 3DCoat V2 wykorzystywa\u0142 malowanie mikro wierzcho\u0142k\u00f3w.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> W tym podej\u015bciu ka\u017cda \u015bciana (dozwolona tylko czw\u00f3rka) by\u0142a reprezentowana jako \u0142ata N x M wierzcho\u0142k\u00f3w (N i M mog\u0105 by\u0107 r\u00f3\u017cne dla ka\u017cdej \u015bciany).<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> Ka\u017cdy wierzcho\u0142ek mia\u0142 kolor i wsp\u00f3\u0142rz\u0119dne w przestrzeni, wi\u0119c ka\u017cdy rodzaj przemieszczenia by\u0142 dozwolony. Jednak to podej\u015bcie by\u0142o ograniczone, poniewa\u017c bardzo trudno by\u0142o edytowa\u0107 siatk\u0119 ze \u015bcianami innymi ni\u017c czworok\u0105tne; rzutowanie poprawki na tekstur\u0119 skutkowa\u0142o utrat\u0105 jako\u015bci, wi\u0119c trudno by\u0142o import tekstur\u0119, edytowa\u0107 j\u0105 i export , poniewa\u017c tekstura po wyeksportowaniu wydawa\u0142a si\u0119 nieco rozmyta.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> <em><strong>Oto podstawowe punkty tej technologii:<\/strong><\/em><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Painting odbywa si\u0119 nie na wierzcho\u0142kach, ale bezpo\u015brednio na pikselach tekstury. Wygl\u0105da na to, \u017ce ka\u017cdy piksel na teksturze 2D jest reprezentowany jako punkt w przestrzeni 3D.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Ka\u017cdy piksel zawiera dowoln\u0105 liczb\u0119 warstw koloru, krycia, normalnego przemieszczenia i po\u0142ysku.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Ka\u017cda warstwa mo\u017ce by\u0107 mieszana z poprzedni\u0105 przy u\u017cyciu typowych i dobrze znanych operacji mieszania koloru i przesuni\u0119cia.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Ka\u017cdy punkt tekstury w przestrzeni 3D ma swoich s\u0105siad\u00f3w w reprezentacji na per-pixel . Jest to o tyle wa\u017cne, \u017ce umo\u017cliwia malowanie modelu oraz wykonywanie operacji nielokalnych, takich jak rozmycie i wyostrzenie p\u0119dzlem.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Niekt\u00f3re operacje s\u0105 wykonywane w przestrzeni 3D, takie jak malowanie, wype\u0142nianie i stosowanie krzywych, a inne w projekcji 2D, takie jak rozmazywanie. Wszystko to jest przejrzyste dla u\u017cytkownika.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Wi\u0119kszo\u015b\u0107 operacji mo\u017cna wykona\u0107 (opcjonalnie) nie tylko na widocznej stronie obiektu, ale tak\u017ce na niewidocznej, np. nak\u0142adanie krzywych, wype\u0142nianie i malowanie pier\u015bcieni, prostok\u0105t\u00f3w i wielok\u0105t\u00f3w na powierzchni.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Wymiana z innymi aplikacjami staje si\u0119 szybka i bez utraty jako\u015bci, mo\u017cesz u\u017cy\u0107 3DCoat na dowolnym etapie ruroci\u0105gu, nanie\u015b\u0107 ostateczny szlif lub wykona\u0107 pe\u0142ne teksturowanie.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Mo\u017cesz import normal map i u\u017cy\u0107 jej jako odniesienia do malowania tekstur. normal map te\u017c mo\u017cna zmieni\u0107; mo\u017cesz zastosowa\u0107 pewne wyg\u0142adzenie (nie nad szwami) lub wyblakni\u0119cie niekt\u00f3rych obszar\u00f3w.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Bezproblemowe malowanie i wyg\u0142adzanie tekstur: Ta technologia mo\u017ce by\u0107 u\u017cywana do ka\u017cdego rodzaju teksturowania, low poly lub high poly. Mo\u017cesz edytowa\u0107 tekstury od 32 x 32 do 8192 x 8192 (je\u015bli masz 1 GB lub wi\u0119cej pami\u0119ci wideo). Mo\u017ce by\u0107 u\u017cywany w szerokiej gamie aplikacji, od grafiki na telefony kom\u00f3rkowe po zaawansowane projekty gier i film\u00f3w, kt\u00f3re wymagaj\u0105 ogromnych tekstur. Ta technologia bez problemu obs\u0142uguje tekstury kafelkowe, samoprzecinaj\u0105ce si\u0119 i lustrzane. Podsumowuj\u0105c, istnieje lista zalet malowania na per-pixel w por\u00f3wnaniu z malowaniem mikrowierzcho\u0142k\u00f3w:<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Znacznie szybsze ni\u017c malowanie mikrowierzcho\u0142k\u00f3w.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Obs\u0142uguje kafelkowe, samoprzecinaj\u0105ce si\u0119 i lustrzane zestawy UV (malowanie mikrowierzcho\u0142k\u00f3w obs\u0142uguje tylko teksturowanie bez nak\u0142adania si\u0119).<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Zajmuje mniej pami\u0119ci ni\u017c podej\u015bcie oparte na mikrowierzcho\u0142kach.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Daje dobr\u0105 precyzj\u0119 malowania bez dodatkowego rozmycia. Jedyn\u0105 wad\u0105 w por\u00f3wnaniu z malowaniem mikrowierzcho\u0142k\u00f3w jest to, \u017ce malowanie na per-pixel nie obs\u0142uguje przesuni\u0119cia wektora, tylko normalne przemieszczenie. Czasami jest to istotne, wi\u0119c pozostawili\u015bmy oba podej\u015bcia na per pixel i mikro wierzcho\u0142ek. Na przyk\u0142ad u\u017cycie metody mikrowierzcho\u0142k\u00f3w do malowania upieczonych rze\u017ab wokselowych daje lepsze wyniki.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> <strong>Zalety malowania na per-pixel w por\u00f3wnaniu z malowaniem projekcyjnym:<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Mo\u017cliwo\u015b\u0107 operowania pikselami na tylnej stronie modelu, na przyk\u0142ad wype\u0142nianie, rozmycie i nak\u0142adanie og\u00f3lnych efekt\u00f3w.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Jako\u015b\u0107 Painting nie zale\u017cy od odleg\u0142o\u015bci obiektu od aparatu.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> \u2022 Bardziej precyzyjny wynik malowania; to co widzisz Jest Tym Co dostajesz. Kluczow\u0105 przewag\u0105 nad zwyk\u0142ym malowaniem tekstur w przestrzeni jest mo\u017cliwo\u015b\u0107 rozmycia pikseli pod p\u0119dzlem, poniewa\u017c ka\u017cdy piksel ma swoich s\u0105siad\u00f3w.<\/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 - Dokumentacja 3DCoat<\/title>\n<meta name=\"description\" content=\"U\u017cyj trybu Per-Pixel zar\u00f3wno dla modeli o wysokiej rozdzielczo\u015bci (sztuka cyfrowa), jak i modeli o niskiej rozdzielczo\u015bci (sztuka pikselowa), gdzie potrzebujesz maksymalnej kompatybilno\u015bci z innymi 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