Jul
29
2010

Ptex 3D texturing becomes a reality at SIGGRAPH



In my 3D modeling and texturing article, I mentioned that a lot of the time involved in 3D texturing is spent dealing with UVs, the coordinate system that all 3D applications use for applying textures to models. It’s not a good system because you have to manually create them, like dressing a model with a flat cloth and some scissors, so UV-mapping complex shapes is very tedious. Then you have the problem of seams, especially when bump and displacement maps are involved. And often you have to redo UVs at the end of sculpting because they have been stretched and compressed from the movement of polygons. So you’re then forced to bake your textures from a bad-UV model to a good-UV model leaving you with a mountain of cruft of old meshes, new meshes, old textures, new textures. It’s just a headache all around.

This is where Ptex comes in. Developed by Disney/Pixar, Ptex generated a ton of buzz a couple years ago with its simple promise: no more UVs and no more headaches. It was like someone saying “self-cleaning apartment”—everyone wanted in. With Ptex, textures are parametrically stored per polygonal face and there are no visible seams.

Written by Staff in: Ars Technica |

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