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  • News Pixar’s OpenSubdiv Goes Open Source

    December 15, 2012 by Mark Dygert

    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.

    Tagged in: ,

    14 Comments

    1. jmonsterman on December 15, 2012 at 10:56 am

      Wow, can't wait to see this being implemented into software packages.


    2. SPYFF on December 15, 2012 at 11:42 am

      The Maya plugin looks very hot, i hope see this under my hands.


    3. littleclaude on December 15, 2012 at 2:11 pm

      Wow, thanks for the share :)


    4. Clyptic on December 15, 2012 at 2:20 pm

      Amazing software, would love to get my hands on it.


    5. passerby on December 15, 2012 at 3:10 pm

      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.


    6. VictorSantos on December 15, 2012 at 5:45 pm

      Quite interesting, looking forward for this.


    7. Av7xrocker97 on December 16, 2012 at 10:19 am

      Does this mean an end to modelling hardsurface modelling with edge loops? That could make things miles easier for all of us :o


    8. Zpanzer on December 16, 2012 at 11:52 am

      Hopefully we will see a 3ds max implementation :D


    9. Sweetface on December 16, 2012 at 2:38 pm

      wow, very cool, thanks for the heads up


    10. lonelymonk on December 16, 2012 at 4:31 pm

      I think there's already a Max implementation. Is Marius' Turbosmooth Pro using this tech? http://www.mariussilaghi.com/products/turbosmooth-pro


    11. tristamus on December 17, 2012 at 2:46 am

      Ughhh……so nice.


    12. yiannisk on December 22, 2012 at 7:17 pm

      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.


    13. yiannisk on December 22, 2012 at 7:17 pm

      renderman :) where is that edit button :D


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