Contributor Ascensi Posted June 15, 2021 Contributor Report Share Posted June 15, 2021 (edited) On 6/6/2021 at 12:41 PM, Silas Merlin said: I just realized from the talk here that 3d-Coat is perfectly capable of subdividing a model while keeping the uv's at import in the paint room. So, why is it not capable of doing the same thing in the sculpt room ? (If you subdivide model in the import tool options, the textures are not baked to vertices (import w/o voxelization ticked)) Not only that as I mentioned above, why even have to subdivide if geometry can be influenced by height data using tessellation? it can be high performance using distanced based tessellation and work like LOD levels changing the distance! I think UV smoothing would have to be automatic and in sync with initial tessellation level once initiated and smoothing groups could simply be done by brush. Andrew was confused as to why I was subdividing my model for PPP mode to paint with smart materials that have height maps and thought I should be using tessellation. If that is the preferred method and if it can super charge performance using distanced based tessellation, then we could *easily* work on 8 -16k textures! @Andrew Shpagin @AbnRanger Edited June 15, 2021 by Ascensi Link to comment Share on other sites More sharing options...
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