[Bf-committers] Should I write an add-on or a patch?

Tyler Mercer tyleramercer at gmail.com
Thu May 3 20:05:58 CEST 2012


I was planning to do something similar to what's described in this
paper.<http://graphics.stanford.edu/papers/texture-synthesis-sig01/texture.pdf>
I don't understand how I could do it any other way. Are there any
articles/papers/resources you could point me toward?

Thanks.

On Thu, May 3, 2012 at 9:49 AM, Brecht Van Lommel <
brechtvanlommel at pandora.be> wrote:

> Hi,
>
> On Thu, May 3, 2012 at 5:15 PM, Tyler Mercer <tyleramercer at gmail.com>
> wrote:
> > @Brecht: Thanks for the advice. I'd actually be creating a duplicate of
> the
> > mesh, subdividing it (simple, not Catmull-Clark), and assigning vertex
> > colors, which would then be baked to a UV (with the same coordinates as
> the
> > original, un-subdivided mesh). Do you still recommend putting it in the
> > Image Editor or Texture Paint?
>
> Vertex colors are way too low resolution for practical. If you want to
> synthesize a texture with enough detail it won't work well this way,
> not unless you require very high memory usage by subdividing the mesh
> that much. The second issue is that it would be quite a strange
> workflow, texturing is usually done elsewhere, it's strange to do it
> on a mesh and then require the user to bake it down.
>
> Brecht.
>  _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>


More information about the Bf-committers mailing list