Added: 3 years ago
From: brentdburley
Views: 85,011
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  • This is really impressive. On mesh painting isn't uncommon but directly skipping the UV process could save an insane amount of time. Texturing would cease to be the demon of the 3D world.

    I often try to model details rather than texture them for this reason. Stupid I know but I absolutely cannot stand uv-unwrapping. Its so counter-intuitive and feels like something from the dark ages.

  • It looks like painting in modo, but with no uv-ing.

  • when the video for Real-Time Rendering will be available?

  • We made a plugin which allows to use Ptex textures in MAXON Cinema 4D. Maybe you want to take a look :) It can handle Quads, TriTextures and Non-Quads

    blackstar-solutions.de -> Ptex Shader

  • thanks for creating the PTEX format. I here you are the creator! This certainly save huge amounts of mapping time! Thanks again!

  • Uhm it wont compile properly on OpenSolaris cuz you forgot sometimes to include alloca.h ;-)

  • Thanks, I'll fix it.

  • How to open it? I downloaded that, but I can't even open the program.

  • It's not a program it's just source code to be added to other programs. However look for the latest version of 3D-Coat, Ptex is built in.

  • @philnolan3d thanks for the information.

  • I just downloaded Ptex... And have NO idea how to use it! :S

    Can someone tell me how to open it up please? :)

  • It's not a program, it is a source code. Unless you are an experienced c++ programmer with a background in 3d programming that is useless to you.

  • Hurry up and integrate it into blender!

  • Reminds me of ZBrush

  • cool! they use linux as their main platform.

  • Tallman:  no kidding???

  • Hurry up and integrate into ZBrush

  • This is the sort of thing I've been wishing for, for years. If I'm not mistaken (and I could be) it's a file format, which means it could be incorporated into the 3d program itself. I hope so anyway. It's awesome!

  • Also you are still going to have to have some sort of UV unwrapping in your rendering software that you import the map back in, so not sure how that could work. it needs to be explained how this imports back into 3ds max for example.

  • @DanielManahan The whole point is that you don't have to do UV unwrapping with PTEX. Its format does away with the whole concept of UV mapping. Check out the FX Guide podcast from March 17 where they explain PTEX pretty thoroughly.

    What Disney released is an API. It will need to be incorporated into products like Body Paint to be of any use.

  • @DanielManahan The whole point is that you don't have to do UV unwrapping with PTEX. Its format does away with the whole concept of UV mapping. Check out the FX Guide podcast from March 17 where they explain PTEX pretty thoroughly.

    What Disney released is an API. It will need to be incorporated into products like Body Paint to be of any use.

  • Unfortunately he doesn't demonstrate what happens when you paint across a high res and low res area. If you remember he increased the resolution above the eye, but only made strokes in that area to show the higher res brush strokes. I think we would see noticable seams or res changes when he paints over. Also I would want to see how cloning pixels from one image to another looks and works

  • Sweet! I absolutely HATE unwrapping a model.

  • Same here. Sorting UVs is the worst. Talk about a major creativity buzz kill. Since it's now open source, I hope the major 3D apps start supporting it.

  • I hope this mapping mode will be in ZBrush, one day.

  • Considering it has been used on feature films like Bolt, it's apparently feasible. Very very sweet, as UVing is almost the most tedious part of cg workflow....Simply awesome. Just wandering will it be supported by other mainstream renderer like Mental Ray, and is this ptex file capable of being used in real time enviornment. If the answers are yes this is no doubt revolutionary. And ur painting program is very sweet too. Hope you guys will prevail!

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