This patent shit would make you miss communism. i seem to recall a feature of mudbox 2014 being able to support edge crease transfer, only between maya though.
On 13 April 2014 21:00, Tom Kleinenberg <[email protected]> wrote: > The trouble with characters is the crease values will be adjusted over > various parts of the mesh - certainly when we dealt with them. Nuts and > bolts would at least have predictable values. I think when we were looking > at stuff we generated arrays of edge crease values or something - I > certainly remember playing with it, not sure if that got used. > > Obviously, a feature is a better than no feature - you can always choose > to ignore it if it doesn't fit your pipeline. Something like OpenSubDiv > might be the answer as long as it's present in everywhere so deformation > and UV's are handled the same in each application. > > > On 13 April 2014 21:53, Sebastien Sterling > <[email protected]>wrote: > >> Working between packages is an issue, but when it comes to characters, >> the fix isn't that demanding, on the other hand if you where trying to >> crease 200 bolts or screws, then you would be screwed pardon the pun. >> >> Yes i thought it might come bundled with OpenSubdiv, that is how it seems >> to work with Modo. >> >> OpenSubdiv isn't the fastest, but it is really good at eradicating >> imperfections you get from T poles and E poles. also tries and Ngons >> >> >> >> >> On 13 April 2014 20:34, Tom Kleinenberg <[email protected]> wrote: >> >>> Wasn't this another patent thing? Mental Images (and now nVidia) hold >>> this strange array of patents on somewhat odd things. I know that >>> MentalRay's edge-rounding shader is patented. >>> >>> I've worked with assets from one studio coming to us converting from Max >>> to Softime for Arnold. Edge creasing was horrible because it didn't carry >>> over in the models. Obviously if you have end-to-end control of the >>> pipeline it's not too bad but any transfer between packages (Zbrush, >>> 3DCoat, Mari) gives me the heebie jeebies. >>> >>> >>> On 13 April 2014 21:04, Sebastien Sterling <[email protected] >>> > wrote: >>> >>>> Cheers Steven, i'll definitely consider checking it out, might there be >>>> a particular reason that Soft edge creasing is not supported ? >>>> >>>> >>>> On 13 April 2014 19:35, Steven Caron <[email protected]> wrote: >>>> >>>>> arnold supports 'hard creases' but not 'soft creases' (weighted >>>>> crease)... download it and test it yourself. >>>>> >>>>> >>>>> On Sun, Apr 13, 2014 at 11:29 AM, Sebastien Sterling < >>>>> [email protected]> wrote: >>>>> >>>>>> Like many other i'm sure, i recently watched the Nvidia Pixar GPU >>>>>> conference. >>>>>> >>>>>> http://www.ustream.tv/recorded/45386636 >>>>>> >>>>>> >>>>>> It gave unprecedented incite into the Pixar workflow, now there was a >>>>>> lot of cool stuff on display, but what interested me in this instance, >>>>>> was >>>>>> there methodology for creasing: indicating the hardness of an edge to the >>>>>> rendrerer without having to add extra geometry to hold said information, >>>>>> thus optimizing the polycount, and making life easier for modelers >>>>>> riggers >>>>>> CPU and GPU's alike. >>>>>> >>>>>> Creasing has always been a bit of a fuzzy area in my experience, >>>>>> rarely have i seen it implemented or used in production, which is ironic >>>>>> given the advantages it seems to offer. >>>>>> >>>>>> Now most DCC's support it in the viewport, it is available in Maya >>>>>> Max Softimage Modo, and will render in mental ray as a default. however >>>>>> during last years trasition to arnold, when inquiering about creasing, i >>>>>> was told by a shader artist that Arnold does not support Edge creasing >>>>>> which i found perplexing. >>>>>> >>>>>> (not sure if it was just Mtoa) Can anyone confirm this ? >>>>>> >>>>>> >>>>>> Personally i think Edge creasing and even vertex creasing are great, >>>>>> i can't imagine how frustrating it must be for a rigger to have to deal >>>>>> with 2 to 3 edge loops to control the creasing of a lip or eyelid during >>>>>> blendshapes when the same result can be achieved by simply selecting 1 >>>>>> edge >>>>>> and indicating the crease angle. >>>>>> >>>>>> Have any of the beta testers for Redshift come across this ? >>>>>> >>>>>> I'm working on a character at the moment, and i'd like to know if i >>>>>> should put in the extra detail or add creasing, given i might not be the >>>>>> one to rig it. >>>>>> >>>>> >>>>> >>>> >>> >> >

