[Bf-committers] Interest in GSoC 2010 topics: 1. "Integrate PTex texture mapping library" 2. "Unit tests"

Konrad Wilhelm Kleine konrad at konradwilhelm.de
Wed Mar 24 13:14:29 CET 2010

Hi Brecht,

multiresolution was what I was thinking about, too. And since mesh
resolution has the word "mesh" in it :) I thought it must have something
to do with BMesh.

Concerning "multires sculpting", are you thinking of an adaptive mesh
resolution depending on the sculpting detail or do you think of a
specific increase of the Ptex "texture" file for the faces the artist is
working on?
The way I know blender, it "only" has different "mesh resolutions" for
the whole mesh and not for individual faces, right? Am I mixing things
up here? Probably by "multires sculpting" you meant the ability to use
Ptex with a multires mesh and using appropriate Ptex detail level for
the mesh's current subdivision level, right?

On the other hand, it wouldn't make sense to increase the level of
detail of the whole Ptex file if the mesh resolution is increased. That
would be a waste memory, right?

I have to read the Ptex paper again ;)

@Campbell: I agree, recoding the build system is "all pain no gain" and
it is too much off-topic concerning the development of a 3D application.


Am 24.03.2010 11:02, schrieb Brecht Van Lommel:
> Hi,
> On Wed, Mar 24, 2010 at 10:38 AM, Campbell Barton <ideasman42 at gmail.com> wrote:
>> Hi Konrad,
>> Your proposal looks really promising,
>> Though this isn't my area, I'd say ptex is more a rendering feature
>> and wouldn't conflict with BMesh.
> To clarify, I think PTex should not be only a rendering feature, it
> should be used for multires sculpting and painting. Not necessarily
> all as part of the summer of code project, but if it's only in the
> rendering engine that is not so useful for users. There is some minor
> overlap with BMesh but not more than the current multires, so I don't
> expect that to be a problem.
> Brecht.
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