Friday, August 6, 2010

PTex integration in blender ?

This video show a test to integrate PTex in Blender.
It allow to paint directly on any mesh that are defined by a quad mesh.
No more longer UV things... paint and use it !


Look Ma, no modifiers! (PTex screencast) from Nicholas Bishop on Vimeo.


"This is ptex, of course. The implementation isn't complete, but here's what working for now:
* Per-face ptex resolution. Each face gets a U resolution and a V resolution based on its area (relative to other faces) and how stretched it is (i.e. a thin tall face should have a lower U resolution and a higher V resolution.)
* Automatic generation of ptexes. This step is somewhat analogous to unwrapping your mesh, except instead of choosing UV coordinates, it's setting the default ptex resolution for each face. There's a UI control for texel density.
* "Vertex" painting. That's a bit of a misnomer now, of course, but you can paint more or less normally. (Naturally I've broken some vpaint features like Blur in the process, but it'll all be restored.)

Note: ptex is designed mainly to work on quads. Triangles and other faces are split up into quads in the same manor as Catmull-Clark. I've coded it so that both quads and tris work (although there are some mapping issues with vpaint still), however quads are the "fast case"; for this reason I've applied one level of subsurf to Suzanne in this example.

A partial TODO list:
* Add UI for setting individual faces' resolutions
* Integrate the open source ptex library for loading and saving ptex files
* Add upsampling/downsampling so that changes aren't lost when changing ptex resolution
* Change default ptex to a flat color. The random noise is just for testing, of course
"

No comments:

Post a Comment