How difficult is it to implement ptex into Cycles? Can this be done by anyone? What expertise do they need to have?
@nicholasbishop - Are there any gotchas to be aware of when dealing with integrating ptex into cycles? Is it a straightforward process? What level of expertise does it require?
I looked at it briefly. It did not appear very simple, or at least not simple to do non-hackishly. By that I mean, you could certainly pack an entire Ptex buffer into a 1D texture and decode it within Cycles, but ideally you’d want to stream in tiles from the texture at the needed resolution (and de-allocate unneeded bits too.) That seemed to me tricky But that was just the result of my one-day investigation, didn’t actually sit down and discuss this with anyone knowledgeable about Cycles.
Yes and no – it does load Ptex, but it treats Ptex (correctly) as a format that packs multiple images. So when Cycles loads the texture, it’s essentially just reading one image from the input (i.e. the texture belonging to the first face.)
The OIIO API has simple functions for accessing the other parts of the texture, but how to hook these up well with Cycles is not clear to me.
I’ve sent an email to the list but due to a concert I had been preparing I am a bit lagging behind with coding right now. So I have not really pushed for a response yet.
Ptex doesn’t actually use UV’s, you just have one texture per face. OIIO does provide access to those as sub-images, so there’s no problem on that side. It’s a question of integration with Cycles – how to provide “streaming” access to those sub-images.
Indeed, Ptex can be exported into a regular UV format. I still lean towards not including it until there’s a Blender renderer that supports it natively though.
thx for the remesh modifier! are you going to finish the skin-modifier soon…or is the plugin available to install it easily over the preference/addon menue?