Advanced Member ifxs Posted February 8, 2010 Advanced Member Share Posted February 8, 2010 looks like andrew just added some welcome additions to the limit subdivision surface for importing to microvertex paint. Cool Quote Link to comment https://3dcoat.com/forum/index.php?/topic/4372-twitter-discussion-what-andrew-is-currently-doing/page/6/#findComment-38106 Share on other sites More sharing options...
Advanced Member 3DArtist Posted February 17, 2010 Advanced Member Share Posted February 17, 2010 More good news for my family - I finally payed 100% for new flat for my big family. 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? Quote Link to comment https://3dcoat.com/forum/index.php?/topic/4372-twitter-discussion-what-andrew-is-currently-doing/page/6/#findComment-38760 Share on other sites More sharing options...
philnolan3d Posted February 17, 2010 Share Posted February 17, 2010 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 Quote Link to comment https://3dcoat.com/forum/index.php?/topic/4372-twitter-discussion-what-andrew-is-currently-doing/page/6/#findComment-38761 Share on other sites More sharing options...
Advanced Member ifxs Posted February 25, 2010 Advanced Member Share Posted February 25, 2010 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. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/4372-twitter-discussion-what-andrew-is-currently-doing/page/6/#findComment-39117 Share on other sites More sharing options...
Advanced Member ifxs Posted February 25, 2010 Advanced Member Share Posted February 25, 2010 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 :-) Quote Link to comment https://3dcoat.com/forum/index.php?/topic/4372-twitter-discussion-what-andrew-is-currently-doing/page/6/#findComment-39134 Share on other sites More sharing options...
Advanced Member 3DArtist Posted February 25, 2010 Advanced Member Share Posted February 25, 2010 @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? Quote Link to comment https://3dcoat.com/forum/index.php?/topic/4372-twitter-discussion-what-andrew-is-currently-doing/page/6/#findComment-39136 Share on other sites More sharing options...
Advanced Member ifxs Posted February 25, 2010 Advanced Member Share Posted February 25, 2010 @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? 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 Quote Link to comment https://3dcoat.com/forum/index.php?/topic/4372-twitter-discussion-what-andrew-is-currently-doing/page/6/#findComment-39137 Share on other sites More sharing options...
Advanced Member 3DArtist Posted February 25, 2010 Advanced Member Share Posted February 25, 2010 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. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/4372-twitter-discussion-what-andrew-is-currently-doing/page/6/#findComment-39145 Share on other sites More sharing options...
philnolan3d Posted February 25, 2010 Share Posted February 25, 2010 Yeah I haven't checked Twitter yet today but yes I read every day it's great to see .ptx support coming. In case it wasn't clear, the planned multi-res is for surface mode. I'm not exactly sure how that would work, but it sounds like great news. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/4372-twitter-discussion-what-andrew-is-currently-doing/page/6/#findComment-39151 Share on other sites More sharing options...
Advanced Member ifxs Posted February 25, 2010 Advanced Member Share Posted February 25, 2010 looks like the cylinder manipulator issue has finally been fixed as well :-) Its great to see Andrew back in action! Quote Link to comment https://3dcoat.com/forum/index.php?/topic/4372-twitter-discussion-what-andrew-is-currently-doing/page/6/#findComment-39168 Share on other sites More sharing options...
Reputable Contributor digman Posted February 26, 2010 Reputable Contributor Share Posted February 26, 2010 Andrew is giving the snapping tool some love, yeah.... I'm looking forward to giving it a go when the new update comes out. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/4372-twitter-discussion-what-andrew-is-currently-doing/page/6/#findComment-39209 Share on other sites More sharing options...
philnolan3d Posted February 26, 2010 Share Posted February 26, 2010 He didn't specify the snapping tool, so hopefully it's snapping all around. I have major problems with snapping on my Armitage character model so I was never able to finish it. Hopefully this will fix the trouble. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/4372-twitter-discussion-what-andrew-is-currently-doing/page/6/#findComment-39210 Share on other sites More sharing options...
Reputable Contributor digman Posted February 27, 2010 Reputable Contributor Share Posted February 27, 2010 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. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/4372-twitter-discussion-what-andrew-is-currently-doing/page/6/#findComment-39217 Share on other sites More sharing options...
Javis Posted February 27, 2010 Share Posted February 27, 2010 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. Quote Link to comment https://3dcoat.com/forum/index.php?/topic/4372-twitter-discussion-what-andrew-is-currently-doing/page/6/#findComment-39220 Share on other sites More sharing options...
Member probiner Posted February 27, 2010 Member Share Posted February 27, 2010 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. Do you know a thread with full workflow for Sculpt Room? Cheers Quote Link to comment https://3dcoat.com/forum/index.php?/topic/4372-twitter-discussion-what-andrew-is-currently-doing/page/6/#findComment-39221 Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.