Andrew Camenisch 24 August 2011 02:39 PM
1. Mudbox’s Tranfer Paint Layers (under Maps>Extract Texture Maps) transfers paint to and from ptex textures, precisely for the reasons you’ve raised.
2. Yes, they are mipmapped.
3. Mudbox currently supports single-channel/ptex files, however there is nothing to prevent us from supporting multiple channels if this becomes a requirement from our customers.
Andrew,
Thanks for the reply! (I actually worked with your cousin Daniel Camenisch on a video shoot for Barlow Girl! He mentioned you were a skymatter developer.)
1. I’m having trouble with this. Am I missing something? I need ptex -> ptex.
I couldn’t actually transfer paint layers between ptex meshes without going through traditional UVs at some level. When you use a ptex prepped model and transfer: “At least one target mesh does not have UV data”.
This is the workaround I came up with. It is possible to use an object with a traditional UV plot as the target, then ‘uplift’ those UV’s to ptex. My question is about how to maintain resolution parity between meshes. If transfer paint layers, and set ImageProperties>Image Size: Same as Source, it defaults to 2k for any ptex source. That would mean that I would need to determine which faces need a greater UV area, and also some way of visualizing the number of face ptex subdivisions to make the ptex resolutions match. (see feature request below)
I did notice that when you export an obj, it generates per face UV data that corresponds to the ptex resolution.
So the workaround could be prep the target for ptex with multi res, export obj, import obj with that approximate UV data, then make a 8k texture file during the transfer map operation, then finally uplift to ptex. That would work up to certain resolutions, but if you needed more, you would have to scale your sized uv’s in maya into several tiles, then extract, then uplift.
Is there a approach that will match the tile resolutions? Again, I could have missed something.
I’d like to mention a feature request as well. Provide a color or number coded ptex subdiv level display per face. It’s nearly impossible to determine the actual face resolution with the current ptex setup methodology. It’s pretty slick as is, but not specific enough.
2. Good to know they are mipmapped. I wanted to make sure the renderer wasn’t needing to load the highest level.
3. If Mudbox would implement it, you could have more than 4 channels stored in a ptex file. You could paint diffuse, spec, and bump layers in Mudbox, then write out a single ptex/multichannel exr to hold all of the channels. Then in the V-ray ptex reader you could choose which channel to load. It would help with workflow and limit the number of open file handles in the renderer.
As an additional feature request, exporting multichannel EXR/Ptex files, then expanding the ‘file’ node in maya to support reading those multi channels would be great. For vray, you’d need to coordinate with Vlado at Chaos Group, but those guys are super fast at adding features, and I’ve seen a couple requests for it on their forums already, with Scott Metzger (his idea) pushing the Mari folks to do the same. It would be a really nice way to keep the number of maps down and organized.
I’d be happy to clarify if I haven’t been clear. Thanks for the response!
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