Re: Question about dealing with content creation for large worlds
Juan Linietsky <[email protected]> Fri, 30 Nov 2012 13:52:32 -0300
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <CAB2r+_uAxEJNKTkEsFrzkRyeWNnL7Qk+bf16wNiNGM=n9M_0zg@mail.gmail.com> |
--===============0026379034== Content-Type: multipart/alternative; boundary=047d7b3a8208cb034404cfb9393b --047d7b3a8208cb034404cfb9393b Content-Type: text/plain; charset=ISO-8859-1 On Mon, Nov 26, 2012 at 10:55 PM, Sylvain Vignaud <[email protected]> wrote: > On Sat, Nov 24, 2012 at 12:50 PM, Juan Linietsky <[email protected]>wrote: > > It's actually not that hard really, if you generate the virtual texture(s) > from common artists' data - not using particular artist tool. It took me a > bit more than one week to implement a virtual 3D texture system to display > CT scans of a human body which would otherwise not fit in video memory. > > > The problem i'm trying to address has more to be with creating tools for production than rendering. For rendering, I think the approach i'm using is the same one Unreal does, just streaming higher mipmap levels for objects that are closer. For megatexturing, I think the biggest advantage of it is the fact artists have a tool that allows them to paint directly over everything, and not so much the fact that of using a texture indirection. I guess the added advantage is that they can bake lighting extremely well. Cheers Juan Linietsky --047d7b3a8208cb034404cfb9393b Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable <br><br><div class=3D"gmail_quote">On Mon, Nov 26, 2012 at 10:55 PM, Sylvai= n Vignaud <span dir=3D"ltr"><<a href=3D"mailto:[email protected]" target= =3D"_blank">[email protected]</a>></span> wrote:<br><blockquote class=3D"g= mail_quote" style=3D"margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-l= eft:1ex"> <div><div dir=3D"ltr"><div class=3D"im">On Sat, Nov 24, 2012 at 12:50 PM, J= uan Linietsky <span dir=3D"ltr"><<a href=3D"mailto:[email protected]" ta= rget=3D"_blank">[email protected]</a>></span> wrote:<br> </div><div><div dir=3D"ltr"><div><div class=3D"im"><br></div>It's actua= lly not that hard really, if you generate the virtual texture(s) from commo= n artists' data - not using particular artist tool. It took me a bit mo= re than one week to implement a virtual 3D texture system to display CT sca= ns of a human body which would otherwise not fit in video memory.<br> <br><br></div></div></div></div></div></blockquote><div><br></div><div>The = problem i'm trying to address has more to be with creating tools for pr= oduction than rendering. For rendering, I think the approach i'm using = is the same one Unreal does, just streaming higher mipmap levels for object= s that are closer. For megatexturing, I think the biggest advantage of it i= s the fact artists have a tool that allows them to paint directly over ever= ything, and not so much the fact that of using a texture indirection. I gue= ss the added advantage is that they can bake lighting extremely well.</div> <div><br></div><div><br></div><div>Cheers</div><div><br></div><div>Juan Lin= ietsky</div><div><br></div></div> --047d7b3a8208cb034404cfb9393b-- --===============0026379034== Content-Type: text/plain; charset="us-ascii" MIME-Version: 1.0 Content-Transfer-Encoding: 7bit Content-Disposition: inline _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com --===============0026379034==--