functions to display and edit strings on-screen switching between drawing in screen-space (pixels) and world-space (xyz) Having said that there are high-level SDK calls for things like: Yes, you need to know OpenGL as there is no point in us wrapping or duplicating OpenGL. It it allowed to, say, sculpt on a 50.000 poly character in near real time, and supported basic operations like push, pully and smoothing, a system not based on a weightmap), even if it's not super fast. On the other hand, anything is better than what's currently there (i.e. Nevertheless, this surely is a massive undertaking and not a spare time project if the plan ist to make a fully fledged solution. On a side note: I came across a company website that had such a sculpting tool for Softimage "in development", among other things,īut the last thing I heard shortly after was that the company went belly up (no, I cannot for the life of me recall the name of that company to accelerate ray casting, or avoid raycasting as much as possible in the first place) A custom Open Display Host solutionĬould be the solution, where all kinds of graphics buffers and acceleration structures could be used for efficient viewport updates and Modo or Blender were no option at that time, so I didn't even test those).įor Softimage I think this also means that the standard OpenGL-Viewports won't cut it. So it had to happen inside the main 3d app, and it turned out that among the big 3, only 3dsMax was fast enough, surprisingly. (we needed this for a past project some years ago when exporting to/from Zbrush or Modo was too disruptive to the workflow, Up to this number you can even sculpt in 3dsMax nowadays at quite decent refresh rates That is: beyond the 200000k poly limit I'd say. The primary problem here, but a paint tool that is responsive and doesn't start to stutter on high poly numers during interaction. One of the bigger challenges is to get the system responsive enough for high polygon numbers. I've been having this on my list as well for years now, have even done some R&D on the subject and talked to some graphics coding wizardsĪt the place I worked before about brush-based techniques (code-wise).
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