that sounds.... awesome. and i dont even use mudbox.
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It can get even more awesome... we can also store color information in the proxy for the different painted layers, which you can then use through vertex color maps. We can also store multiple levels of detail for the mesh and load the appropriate one based on distance to the camera.
Eventually, I guess the .vrmesh file could be made to contain everything needed to render the model, without any need for any bitmap textures whatsoever, if needed. Sort of like Ptex, but like it should've been done...
Best regards,
VladoI only act like I know everything, Rogers.
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one vote to storing of a multi-resolution sculpting mesh.
A super-crazy idea would be if the .vrmesh file showed as a preview the 0-level of the mesh in the viewports, so that you can apply modifiers, skinning etc to it, but at render time, V-Ray could deform the high-resolution mesh based on the deformation of the low-poly cage.
OakCorp Japan - Yuji Yamauchi
oakcorp.net
v-ray.jp
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Originally posted by vlado View PostIt will be a separate tool for the moment, but if there's interest we can bundle it with V-Ray. I hope to post an initial version sometime next week.
Best regards,
Vlado
... but is there something in the works for the mudbox to vray bridge or is this side project gone.?
If there is no time for this at the moment im fine with that i only need to know.
Thanks
Chris
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Try this link:
http://www.spot3d.com/vray/misc/mudbox2vrmesh.rar
There is a small readme that explains how to install and use.
Let me know how it goes.
Best regards,
VladoI only act like I know everything, Rogers.
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Can I say that I was actually complaining about that a little while ago?
http://forums.chaosgroup.com/showthr...t=seams+mudbox
Asking why the mudbox file containing multires mesh is actually smaller than all the maps extracted from it... mentioning the pain of UV seams...
I had a lot of reply telling me that it is fine like that, that's how it is, an answer I had a lot when working in studios with Maya...
Bravo Vlado!
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