Author Topic: color test  (Read 1250 times)

hieveryone

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color test
« on: August 05, 2011, 02:36:43 PM »
I sculpted a complex model just to try the new color brushes... well, ok I'm stretching it a bit, it's not really that complex, nonetheless I extracted various parts to have more than one mesh to deal with.
I have to say that they work fairly good, color and smooth are quite powerful when used with alphas and playing with size and spacing. 8)
I didn't like the fact that to get a smaller alpha you need to reduce the size of the brush: if you need it for small areas it could work but in my case to cover the whole body it took forever. It would be good to have a slider for a clone factor or something like that so that you can duplicate the alpha inside of the brush circle to cover wider areas mantaining the needed alpha size. The possibility of using shaders other than the default one for coloring could be a big help painting the surfaces (a flat shader could be a good start ;)).
I was wondering... will you add the bump map in the future?
Another thing is the lack of layers (we already talked about that for sculpting purposes): obviously if you have to color a single mesh it's not needed, but if you have more complex models it can be quite difficult to color one object without touching the near ones. In my case areas like the inside of the mouth have been a nightmare to deal with. :P
The bad habit of freezing the brush pointer when using my tablet is something that forced me to close and reopen meshmixer countless times. In the end, just for the sake of completing the model in this lifetime, I switched to sculptris to complete the sculpting and I used it in conjunction with meshmixer to extract and extrude the various parts (hair and undershirt) and to correct some problems with the topology. The problem remained during the coloring session, but in that case... well, it couldn't be helped, after all the purpose of this model was to paint it with meshmixer to begin with.
I imported the model inside of meshlab just to see if it imports the colored model correctly (and it does), now I have to understand how to transfer the vertex color to a uvmap or from a model to another with uvmap. Maybe it would be good to have a map converter inside of meshmixer (I don't have the slightest idea how complex it could be, I'm just saying... :-X).
In the end I shaded the model with sculptris materials like I did with the zombie: not too shabby If I can say this myself (especially considering that I matched the meshmixer camera position by eye ::)). ;)
« Last Edit: August 05, 2011, 02:39:54 PM by hieveryone »

RMS

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Re: color test
« Reply #1 on: August 05, 2011, 11:47:14 PM »
I like it. Sorry about the brush freezing, I will have a look at it (am at siggraph this week, but I do have my bamboo with me...)

I will try to get the color going in the shaders. I think that should be easy. As for bump maps, I don't think there is point to doing it per-vertex. Why not just actually displace the vertices? Conceivably I could store multiple bump values on each triangle (something like ptex). I have thought of that - it would be good for colors too. But it is tricky to combine w/ dynamic mesh modifications (have to re-distribute the bump values as the triangles split and merge, etc).

I'm not sure what you mean about having to reduce the brush size to get a smaller alpha. What do you mean by 'smaller alpha'?

From what you said about 'clone factor', etc, it seems like you are talking about something like a brush with lots of small dots in it? You can do that using SurfBrush - the brush color is multiplied by the selected stamp texture....

hieveryone

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Re: color test
« Reply #2 on: August 06, 2011, 03:43:33 AM »
Are you presenting something at siggraph? I saw in the video presentation the 'probabilistic reasoning for assambly-based 3d modeling' and it looks awfully like your program (with some interface improvements :P)
Well, take your time there's no rush. ;)
I never used ptex based programs, so I'm not sure if I got correctly what you mean, anyway after seeing this video (http://www.youtube.com/watch?v=4137te68FP4&feature=related) and the way detail is created, it seems really interesting. 8)
About the smaller alpha, for practical purposes I painted the back of our little bunny (the poor thing must be hating me by now ;D): as you can see I already used the surfbrush with alpha (the volume brush doesn't uses alphas after all) to obtain smaller dots. As you can see depending on the size of the brush (from 57 to 12) I have dots of different size, so if I want to cover a large area with the alpha size of ,let's say, 20 I need to have a brush of that size (that can be too small depending on the size of the model). What I meant was a control to change the alpha scale inside of the brush so that I can have a brush of 57 with an alpha of 12.

RMS

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Re: color test
« Reply #3 on: August 06, 2011, 03:01:25 PM »
So you mean you want to have a large brush with dots the size of the small brush? That would be really hard for me to do automatically....in this case it kind of makes sense, but for most alphas it would not, as most images don't tile. And even that image, if it was tiled, would look repetitive in a weird way.

It seems like maybe there is actually a small set of frquently-used brush alphas that would be easy to procedurally generate for a given brush size. I will think about that...

hieveryone

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Re: color test
« Reply #4 on: August 06, 2011, 04:02:54 PM »
Yep, you got it right (sorry for the confusion earlier :-[). I figured it would be hard to implement, anyway... Thanks for looking into it. ;)