Will this have any use/crossover on Blender internal renderer? On 15/07/2013 15:43, Knapp wrote: > On Mon, Jul 15, 2013 at 1:41 PM, Ton Roosendaal <[email protected]> wrote: >> Hi, >> >> Bart asked me for a user-readable text about OpenSubdiv for BlenderNation: >> >> OpenSubdiv is Pixar's open source project to handle Subdivision Surface >> generation and drawing. In Blender this is currently handled by 1 thread >> only, and it needs to generate the subsurfed data first, before it can draw. >> >> OpenSubdiv instead: >> - allows full threading, including use of GPU >> - creates and draws subsurfed "on the fly", so you don't need to >> generate/store data >> - has excellent crease support >> - has adaptive (screen space) subdivision >> - supports Ptex natively (non UV texture mapping) >> >> In Cycles OpenSubdiv will replace the incomplete subdivision surface >> implementation, to enable faster BVH builds and lower memory usage for >> subdivision surfaces, as well as Ptex rendering support. >> >> Integrating will require a lot of work inside Blender however, so it will >> take some time before there is an official release with OpenSubdiv support. >> Especially support for multires and sculpt will be complex. A planning for >> this work and a set of actions still has to be defined. >> >> Nevertheless, Brecht is already on it, and expects to have a first WIP demo >> of Cycles-OpenSubdiv at Siggraph next week! >> >> Note about the license: OpenSubdivs Apache license is only GPL V3 >> compatible. Blender is "GPL V2 or later", so that should work fine. However, >> we do need to check every library we use too, Carve still is GPL V2 only >> (already connected with Tobias about it). >> >> Thanks, >> >> -Ton- > This is a good user video about it. > http://www.youtube.com/watch?v=xFZazwvYc5o > >
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