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created Pixar release OpenSubdiv
on 08-05-2012 05:38 AM
Pixar releases OpenSubdiv
http://graphics.pixar.com/opensubdiv
"Maya and Pixar’s Presto animation system can take 100ms to subdivide a character of 30,000 polygons to the second level of subdivision (500,000 polygons). By doing the same thing in 3ms OpenSubdiv allows the user to see the smooth, accurate limit surface at all times."
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, dedicated polycounter,
1,346 Posts,
Join Date Nov 2004,
Location Germany
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So, will we get PSub into programs other than modo now?
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, dedicated polycounter,
1,451 Posts,
Join Date May 2011,
Location Minnesota, USA
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Very cool!
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Quote:
Originally Posted by Computron
So, will we get PSub into programs other than modo now?
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You mean in regard to the edge creasing? You can do the same in Houdini fwiw.
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, spline,
108 Posts,
Join Date Mar 2012,
Location Boston
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Quote:
Originally Posted by Jedi
You mean in regard to the edge creasing? You can do the same in Houdini fwiw.
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You can do subdiv edge creasing in maya and max too. Maya has had it for over ten years now...
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, polycounter,
1,288 Posts,
Join Date Apr 2005,
Location Massachusetts
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Sounds awesome. I wonder how it's performance compares to realtime tessellation.
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, veteran polycounter,
2,520 Posts,
Join Date Feb 2009,
Location Hawaii
, triangle,
340 Posts,
Join Date Mar 2009,
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Quote:
Originally Posted by sprunghunt
You can do subdiv edge creasing in maya and max too. Maya has had it for over ten years now...
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The edge creasing works differently with PSubs than normal subdivs though.
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, dedicated polycounter,
1,445 Posts,
Join Date Aug 2007,
Location Uppsala, Sweden
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Most people don't like to use edge creasing for various reasons, as far as I know.
One is app incompatibility, the other is that your settings would be lost each time you export/import an object. Just think about how many times that happens during an asset's lifetime; for example how many people actually UV highres subdiv models in Maya?
If it could be made to work, it'd be a great time saver though, the same way Mental Ray's RoundCorners post effect is.
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, polygon,
650 Posts,
Join Date Sep 2008,
Location Budapest, Hungary
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in maya edge creasing works great, and you can export it to zbrush, so you dont have a million polies at the edges of your sculpt mesh. i stopped using supporting edges a long time ago.
here is an example

Last edited by arshlevon; 08-06-2012 at 10:46 AM..
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, card carrying polycounter,
2,398 Posts,
Join Date Oct 2004,
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Quote:
Originally Posted by arshlevon
in maya edge creasing works great, and you can export it to zbrush, so you dont have a million polies at the edges of your sculpt mesh. i stopped using supporting edges a long time ago.
here is an example
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Mudbox 2013 has this functionality as well. If you send with fbx the creasing is preserved when you subdivide.
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, spline,
108 Posts,
Join Date Mar 2012,
Location Boston
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