Twitter discussion: What Andrew is currently doing.


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  • 2 weeks later...
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More good news for my family - I finally payed 100% for new flat for my big family.
:yahoo:
Good progress on Ptex files import - I was able to open sample ptex files.

What is the main advantage of being able to save\load ptex files? Loading into a renderer?

Multiple painted versions of an object?

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From the official Ptex site:

Ptex uses a custom file format that is designed specifically for efficient rendering. A Ptex file can store an arbitrary number of textures along with mipmaps and adjacency data used for filtering across face boundaries.

If you export the textures the way 3DC does now you can end up with a lot of texture files, instead this would allow just one .ptx file. Now we just need more software packages and renderers to support. .ptx

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has anyone else noticed Andrew's recent tweets? Looks like a new build with proper PTEX export is coming soon, not that I have a renderer or 3D app that can use the format, but cool nonetheless.

Here's to HOPEFULLY multi-res for the vox room ASAP! A feature I and many could use in our daily workflows.

Thanks for everything Andrew, hope the new flat is treating you well.

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Regarding the post I just made previously:

I think Andrew might be playing chess... Has anyone else considered the mention of multires for the vox room with regard to the following?:

PTEX + Microverts for displacement over the voxtree layer using automatically generated UV's from PTEX = voxtree multires?

Consider how "easily" PTEX could "intelligently/automatically" subdivide for the "multires" addition in the vox room according to an average of the surrounding normals of a given poly-region for a specific "volume" of voxels(to measure the needed complexity of that given region of the PTEX map, ala localized adaptive subdivision). Genius!

Using PTEX and an average of the surrounding normals of a given vox point in worldspace you could get automatic/"intelligent" subdivision or decimation of a PTEX region (based on how the user is sculpting that particular region of the vox tree layer) for adding a "dymanic" microvert layer on top of a voxtree layer for... ta da Multires in the voxroom!!!

My apologies if this sounds like a wild 3DC laden rant ;-) I wonder, doth Andrew partake in the tactical-style of application development? Hmmmm

Please Andrew, multires in the vox room soon! I need high detail meshes with the dynamism of voxels if you can do it, and we know you can :-)

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@ifxs

Are you talking about a ptex'd multi-res sculpt-able poly "skin" that conforms to the outer generated triangular mesh of the voxel volume? :blink:

I am indeed kind sir, just a concept that could be a conceptually working candidate for multires in the vox room, using the method i described you would be able to use PTEX IN THE VOX ROOM for microverts displacement, conceptually

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That sounds very intriguing. Conceptually speaking, there would be a mechanism to preserve already multi-res-sculpted areas while allowing new areas to be added from additional voxel sculpting?

If we could generate the poly "multi-res ptex'd skin" layer (create and modify in retopo room) to allow for specific poly flow would be useful. In essence, retopo the voxel volume, attach the retopo polys to the voxel volume, the poly's would then follow the surface changes of the voxels. If holes were created in the voxel volume, just recreate the mesh of that area in the retopo room.

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Yes, sometimes it hard to understand the short twitters. I think the snapping tool is really a just a part snapping in general anyway. As is right now any tight polygon areas(number of vertices close together) and you get a mess in that area which you already know. This is really true if you resnap as you sculpt in those areas. Any improvements would be a big help.

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I hope that Andrew implements a parallel version of "Surfacing" tools in the Sculpt Room, so that any work that is done in one is mirrored in the other. Multi-Res in both would be great.

Likewise! Bring it on Andrew. :brush:

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I hope that Andrew implements a parallel version of "Surfacing" tools in the Sculpt Room, so that any work that is done in one is mirrored in the other. Multi-Res in both would be great.

Yes that would be a good solid decision! his improvements in the surface tools working on an organised mesh is something that i would like very much. :drinks:

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from twitter " AndrewShpagin: In Retopo->select tool Relax will act only on vertices selected in Retopo->Select->Verices."

NICE, now we can selectively RELAX in the retopo room... I'm psyched to test out a new (OSX)build with all the new additions Andrew is adding so quickly lately. Thanks Andrew!

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Hey all,

just FYI, nothing crazy going on with Andrew or the next build. It will be a straight build with a few new features, including the Ptex changes, 2Dgrid, voxel baking, and numerous bug fixes. Definitely nothing in the range of multi-res abilities in the next build. Ptex is simply a massive undertaking and taking more time then we are used to Andrew taking to get a build out.

So... Simply put, no chess, no craziness, no multi-res (for now). Just want to make sure we all keep our expectations in check. :pardon:

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Haha. :)

Just making sure we're all good, you know? I've seen some crazy stuff happen in regards to similar situations. Especially on the NT forums. It just goes downhill so quickly over there I feel like I should try to intervene preemptively, lol.

Nevermind me, carry on! :drinks:

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Geothefaust: I agree, after the main/original team that developed Lightwave left NT(to develop a great certain other app ;-), I saw the forums go very "sour" quite often, still do in fact IMO. It was a good thing for me though, helped give me the push to try out new apps like 3D Coat and Blender, as I learned about those types of apps on the NT forums. ;-) I now use 3DC and Blender more often that ZB/LW/etc..

3DC rocks, I enjoy it big time. I'm glad that I can share my thoughts on 3DC, yet still request features and offer critiques from a user perspective. I most appreciate apps that offer uncensored forums with regard to user input on the app. IMO it keeps the devs up on what the user experiences and thoughts.

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It will help eliminate the need to have to retopologize from scratch...and instead, only some Retopo-tweaking would be required. So, I'm very happy to hear about the fixes to snapping.

Well that's assuming you're starting from a premade base model and you're changes are not too far out there. Maybe I'm wrong, I assumed most of us start sculpting in 3DC. Still great news though. :)

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Maybe I'm wrong, I assumed most of us start sculpting in 3DC. Still great news though. :)

More often than not, Just as in ZB, I usually bring in a low res mesh from whatever poly based modeling app I choose to use. Only about 50% of the time do I start a sculpt in 3DC, both workflows offer their own benefits IMO.

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