![]() In this case, a separate Ptex cache per thread can be used.” PRMan, for example, did not initially have a separate cache per thread but for many years now it has had this important improvement. With ray-traced GI however, texture access can become incoherent and the shared cache may not perform well. If you use photo textures, you would probably prefer uvs.ĭisney’s renderer Renderman handles ptex differently compared to other renderers like Arnold for example:Īccording to Burley, “PRMan uses shading grids which access textures coherently with minimal contention between threads so a shared Ptex cache works fine we’ve used a shared cache for all of our films up to Frozen. I personally handpaint my stuff most of the time so maybe thats why I prefer it. On that last point the Disney team currently go up to 8k x 8k in their authoring tool, and are currently testing 16k. No inherent per-face resolution limit; large face textures are tiled as needed. all the textures for a given mipmap level are stored together Ptex also tends to be implemented in a way that is much more memory efficient not only for storage but also loading – with:Ĭonstant faces optimization (disk, memory, filter)įine control over resolution, can differ per texture layerįile format optimized for rendering, reducing file counts, minimizing seeks. Burley also points to the lack of setup time and effort with Ptex, avoiding UV’s wasted space (empty texture areas), and arbitrary number of textures per file as just a few of the issues. Ptex can provide seamless filtering which alone can be a major help to texture artists. Given the nature of seams and UV tiles, Ptex can provide a much stronger filtering environment. IO difficulty with tiled UVs: separate file per tile = 100x number of textures UV filter seams, especially with displacements can be a problem UVs are a hassle or bottleneck, often times requiring specialist stitching/seaming solutions I think the main issue is that it is not as performant and efficient as texturing a UV unwrapped project.įor Disney Animation’s Brent Burley there are at least four issues with UV that would drive a TD or artist to make the switch (assuming the authoring tool removed many of the other issues): I do not think that the problem is the difficulty of developing Ptex support itself. Seems you can now copy and paste ptex textures or mirror them too. Namely, autosize (computing the resolution of each per-face texture optimally using a target texels-per-unit in object space), transferring between models (location-based, texel-to-texel, or face-to-face), copy and paste/mirror and flat painting, something that traditional UV texturing clearly provides inherently.’’ ‘‘ There are several challenges that a Ptex pipeline can throw up, but Disney Animation believes they have addressed these with their in-house authoring tool. ![]() If you need to create variations, have a base ptex paint mesh, for variations, duplicate mesh and paint variations? I do understand some people prefer 2d painting or editing in photoshop but at the end of the day it comes back to personal preference. You should be able to use filter nodes like hue and saturation, color ramp, brightness and contrast nodes on the ptex node. If I recall, in the previous Blender Ptex build which is no longer available you had a Ptex node in the shading editor: Maybe Ptex can be a nice addition and Cycles X support for it especially with the realistic film project the Blender foundation is working on?īeing able to tweak a texture, filter it, view it with ease and use as a base for variations, make it fit to another mesh merely by adjusting UV coordinates - I guess that’s all out the window with Ptex and you have to convert or reproject using these utilities you linked - or start over? We have udims now in Blender and vertex paint is even more faster now as color attribute. Ptex seems to have addressed some of those issues. Here is a former thread I created some years back: Ptex and Blender? - #14 by pitiwazou I feel like Ptex is viable now that high poly count is now more mainstream even in games with nanite for example and renderers are faster now than a couple of years back. You can also do flat painting in ptex now. The Ptex format, including environment cube maps Ptxconvert- can be used to convert image data to or from In 3D, otherwise a 2D layout of the faces will be shown ![]() If the file contains geometry meta data, the textures can be visualized Ptxview- for viewing the contents of a single Ptex file. The executable attempts to copy face textures for a single Ptex file Position and shape of the old and new versions should align roughly. The change may include mesh topology, but the Ptxtransfer- is designed to transfer texel data whenĪ model has changed.
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