The well known 3DCoat V2 used microvertex painting.

When you need to provide your model with high levels of “actual” displacement by means of sculpting or “painting” this displacement, the best mode to use is the “Microvertex” mode.

In this approach every face (quad only allowed) was represented as a patch N x M vertices (N and M could be different for every face).

Every vertex had color and coordinates in space, so any kind of displacement was allowed. However this approach was limited because it was very difficult to edit mesh with non-quad faces, projecting patch to texture resulted in loss of quality, so it was difficult to import a texture, edit it and then export because the after-export texture appeared to be slightly blurred. So we decided to implement the per pixel painting.

This mode allows you to export either standard or vector-based displacement maps that accurately reflect the more extreme levels of displacement you have added by means of textures or sculpting.

Micro-Vertex painting actually modifies a temporary “viewport mesh”, which is a user-defined subdivided version of your base mesh applying real and actual displacement to this temporary mesh.

Upon export of your model and its associated textures, you are given the option of setting the finished mesh density. To assure that your model can accurately represent the displacement achieved, real-time in the viewport, make sure you give it adequate polygon density (10’s or 100’s of thousands of polygons).

4M is OK for a 2k texture map. For a 4k map go as high as you can.

Import to Microvertex Options Notes: This video mentions some quick and important notes about importing a model into the Paint Room, using the MicroVertex (displacement map in depth channel) option.

  • general/paint_workspace/microvertex.txt
  • Last modified: 2019/10/13 13:22
  • by carlosan