Pixar is trying something new, it is taking some of its newer tech and going Open Source
First things first you are probably wondering what OpenSubdiv is and what it means for you, the short answers are:
1) Instead of subdividing the entire mesh it selectively subdivides specific areas.
2) It doesn’t mean a whole lot right now, but it could be built into some very interesting tools. Film and games are seeing a lot more overlap and as the next hardware cycle gears up we will probably see more blurring of the line between the two.
Personally I would love to see this worked into a sculpting app, Sculptris is nice don’t get me wrong but this could be so much better.
Read more about OpenSubdiv HERE on Pixar’s site.
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Wow, can't wait to see this being implemented into software packages.
The Maya plugin looks very hot, i hope see this under my hands.
Wow, thanks for the share
Amazing software, would love to get my hands on it.
i want that maya plugin, looks amazing how it locally subdivides more around creases to keep them clean. my main problem with creasing right now was haveing to knock things up to subdiv level 4 and it eating too many polys as a result, but this would help work out that problem.
Quite interesting, looking forward for this.
Does this mean an end to modelling hardsurface modelling with edge loops? That could make things miles easier for all of us
Hopefully we will see a 3ds max implementation
wow, very cool, thanks for the heads up
I think there's already a Max implementation. Is Marius' Turbosmooth Pro using this tech? http://www.mariussilaghi.com/products/turbosmooth-pro
Ughhh……so nice.
yeah this is very similar to one of the ways 3dsmax does this already, however it is enhanced to use the latest real time hardware tessellation support and corresponds to mental ray surface rendering libraries which makes it faster and better.
renderman
where is that edit button