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Carlosan

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Posts posted by Carlosan

  1. Export to Renderman Brickmap

    I don`t know if you are familiar with this format, but its a similar data structure to that one you use.

    Basically Brickmaps are octrees with an automatic LOD. You can convert any shape into this octree including material, texture, normal and PRman can render this format directly.

    Cool thing is, you can even deform them at render time with displacement shaders. A nice usage would be the tree from your examples, gently moving in the wind.

    The API for reading and writing those Brickmaps is included in PRman SDK.

    In fact, in our company, we are considering using Brickmaps as texture replacements, so that there is no need to unwrap any more.

    If your tool can do this, it will have a huge impact on today's modeling/sculpting - texturing workflow.

    +1

    Nice readings:

    Brick Map Fundamentals

    http://worldofpolygons.com/Help/Renderman/Fundamentals/Brickmap_Fundamentals.html

    Baking 3D Textures: Point Clouds and Brick Maps

    http://facultypages.scad.edu/~mkesson/AppNotes/baking3d.html

    The Brick Map File API

    http://penguin.ewu.edu/RenderMan/RMS_2.0/bkmapApi.html

    ----------------------------

    Brick maps are multi-resolution, 3d textures.

    They are used to store channels of surface-varying data (color, occlusion, subsurface scattering, etc) in a sparse voxel structure that looks like a collection of bricks.

    Brick maps have a number of increasingly-refined levels of detail.

  2. Hi

    - Highres painted mesh visible in the paint room.

    Is an object sculpted at Voxel Room using Surface mode.

    Done

    - Go to the retopo room and import the OBJ as a reference mesh

    Done

    - Unwrap the new topology.

    Not done, i need to use the UV set done in another app.

    - use Merge with NM (per pixel) with your reduced mesh in the retopo room

    Done

    - At Paint Room file export model. Set the pop up window

    Done

    AND ITS WORKS PERFECTLY !!

    TY SO MUCH ERIC !! :)

  3. Hi

    I followed all the steps with no luck.

    I have a LOW POLY Mesh -15.000- tris

    The low poly is one obj with subobjects, like hand head, etc

    The subobjects are separated because have different edge density

    The subobjects have open mesh

    The .obj have UV map

    Import mesh for voxelizing,

    At Merge tool:

    without vozelizing

    make mesh closed

    At Voxel tree

    Increase resolution

    I begun sculpting

    At paint Room

    Only opacity Layer used, object painted

    At Voxel room,

    RMB Autotopo PPP

    At Retopo room

    I see the voxel object and the retopo

    I delete the 3DC retopo mesh, because like to use the original lowpolymesh

    File import retopo mesh... original low poly with UV set imported.

    At paint room

    At Subobjects window, object deleted

    back To Retopo Room

    Merge into scene - PP with NM

    back to Paint Room

    Only can see the low poly mesh

    I can switch on/off show voxel room object and can see the sculted object

    No NMap, No CMap

    :(

    Any help is welcome

    TY !

  4. Hi People

    Please will any1 to check if reference mesh/ Big mesh procedure is working ?

    ty in advance

    -----------------

    FILE IMPORT

    Reference Mesh. Import the mesh to use as a reference for the retopology tool.

    Big Mesh. Import a large mesh (up to 16 M). This function requires two meshes; a low-poly reference mesh and a high poly mesh. Both should have the same non overlapped UVset. First import the low-poly mesh into scene using the usual import dialog, then load the high poly mesh using this option.

  5. Hi all

    Im using Blender 2.63.27

    IMPORT STEP

    I sculpt a voxel, retopo for PPP, painting it and adding normals maps.

    Then Export to blender, obj saved.

    At Blender AppLink updated reference mesh.

    The object is HUGE.

    -------------------

    EXPORT STEP

    I make a Low Poly at Blender, export .obj

    Retopo room, File import retopo mesh

    The object is TINY.

    Why ?

    Ty in advance.

    -------

    note:

    I changed at 3DC Define measurement units but obj size remains the same.

  6. Hello

    I have a low poly mesh made in Blender, but the mesh is separated into sub-objects (head, hands, helmet, etc). All Sub-objects are OPEN.

    - First at retopo room

    RETOPO import retopomesh.

    The retopo mesh need to be resized any fixed amount ? Because is very small.

    - Now at Voxel Room

    Merge without voxelizing from retopo.

    make mesh closed.

    At this point everything is ok, Object is still tiny.

    The Merged Sculpt object have the same amount of triangles the low poly object have 15.000.

    The layer density say [8x]Volume19

    * My idea is to sculpt a High mesh, paint it, and then bake the result over the low poly mesh -imported at the beginning of the process- just to get normal, color, specular maps.

    Then i need more subdivision right ?

    At VoxTree windows i select Increase resolution of the current object

    Required polycount: 8.000.000

    Resample quality: Smooth

    The Layer say [223x] but the edges are rugged, i need to smooth all manually, because smooth all do nothing.

    So i begin the Surface Sculpt, paint and selected FILE Export mesh at Paint room.

    Second part

    I begun a New project:

    Now i have the original Low Mesh and the Big Mesh exported from paint room in the last step.

    So at Retopo room:

    File import reference Mesh

    File import Big Mesh

    reading object bar go left to right annnnnnd... nothing

    No new paint layer, no new object at retopo room, nothing at voxels

    What im doing wrong ?

    Which is the procedure so ?

    im lost. :wacko:

    TY in advance and regards.

  7. Samuel Lapere is a graphics developer working at OTOY (which owns LightStage and Octane Render)

    He is posting news at SIGGRAPH about BRIGADE DEMO -Real-time path tracing- in his blog

    http://raytracey.blogspot.com.ar/

    The BRIGADE code is based in TOKAPSPT, an open source real-time CUDA path tracer (Cheap realtime global illumination)

    http://code.google.com/p/tokaspt/

    Source

    http://code.google.c...tate%253Dclosed

  8. Do you like to report some bug but don't know how to do that ?

    Do you like to do some request, but don't know if another user ask for the same before ?

    3DC use a great system to help with it.

    The Mantis web site.

    http://3d-coat.com/m...ll_bug_page.php

    Of Course you can always post it on the Forum Support Section

    http://3d-coat.com/f...hp?showforum=30

    At Mantis you can find change logs, day to day reports about bugs and 3DC request list.

    Fell free to ask for an account there.

    Your help is welcome.

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