philnolan3d Posted April 1, 2010 Share Posted April 1, 2010 The biggest problem with Ptex in 3DC for now that I see is that the export size is locked down to 2048. Which creates a problem if your Ptex tiles take just slightly more than that space. Now you have 2 images exported which take up the same amount of file space each even though one only has a small amount of usable data. I'm attaching an example. This is the color export from my Bruce Willis sculpture shrunken down a bit for the sake of the example, but each of these are 2048 size and 16MB each If the image size could be made just slightly larger the small Ptex images could be rearranged to fit onto one image. Quote Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted April 1, 2010 Applink Developer Share Posted April 1, 2010 This is a very good point. For example if I have ptex model and I have finished it with painting. Now if I want to change its UV settings in UV room. if there is more than one uv set I can't add them together. I can unwrap one set and it gives good result but it is pointless because the other uv-set is not included. Also when you press "Apply UV-set" I would like to have a resolution option, because if I have very detailed ptex model it needs bigger map than 2048. Thanks. Quote Link to comment Share on other sites More sharing options...
Advanced Member ifxs Posted April 2, 2010 Advanced Member Share Posted April 2, 2010 This is one of the issues that I was under the impression was just part of PTEX. Is this a 3DC issue? or do all PTEX render engines only support 2048x2048 texture image sizes? Due to using it for microvert displacement, I would think that 4096 would be a more logical image size cap(or better yet 8k). Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted April 2, 2010 Author Share Posted April 2, 2010 Saving out Ptex as an image is not part of the Ptex code that Disney gave out, Andrew added that part. The real way to use Ptex is saving the thousands of little texture files out into a .ptx file. 3DC can also do that but very little supports it right now so there's not much point. Quote Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted August 21, 2010 Applink Developer Share Posted August 21, 2010 I would really like to see some improments with this area. For example adding a option " Force into one UV map". I don't quite understand why it needs to create more than one. That should be one of the Ptex advantages to create one uv map and use local resolution? It gives us a hard time when we take the model out from 3d-coat with 3 diffrent Ptex uv maps. Quote Link to comment Share on other sites More sharing options...
philnolan3d Posted August 21, 2010 Author Share Posted August 21, 2010 You can now increase the size of the UV map, then they will all fit on one image. Unfortunately there's still a bunch of wasted space because you can only use set sizes (1024, 2048, etc.). If we could set our own size so as to have one image with no wasted space it would really be ideal. Quote Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted August 21, 2010 Applink Developer Share Posted August 21, 2010 Thanks for the tip Phil. But I hope Andrew can change into this: -take all faces account and order them as square as possible and then scale them according the texture size. Quote Link to comment Share on other sites More sharing options...
Applink Developer haikalle Posted August 24, 2010 Applink Developer Share Posted August 24, 2010 I don't know if, Andrew you did something but now it seems to create only one uv-map in every situation. That's really good thing. Using uv space more effectly would be the next thing but it's already a nice step foward. Thanks. Quote Link to comment Share on other sites More sharing options...
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