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.
>>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>

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