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Twitter discussion: What Andrew is currently doing.


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  • 2 weeks later...
  • Advanced Member
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?

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

  • Advanced Member

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.

  • Advanced Member

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 :-)

  • Advanced Member

@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

  • Advanced Member

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.

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.

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.

  • Reputable Contributor

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.

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:

  • Member

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

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