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

Tyler Mercer tyleramercer at gmail.com
Thu May 3 20:33:02 CEST 2012


Awesome.
Thanks again.

On Thu, May 3, 2012 at 12:25 PM, Brecht Van Lommel <
brechtvanlommel at pandora.be> wrote:

> It's possible to generate it into an image texture with uv map, some
> papers:
>
> http://research.microsoft.com/en-us/um/people/hoppe/proj/apptexsyn/
> http://research.microsoft.com/en-us/um/people/hoppe/proj/paratexsyn/
> http://www-sop.inria.fr/reves/Basilic/2009/WLKT09/
>
> On Thu, May 3, 2012 at 8:05 PM, Tyler Mercer <tyleramercer at gmail.com>
> wrote:
> > 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.
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