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>
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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

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<br><br><div class=3D"gmail_quote">On Mon, Nov 26, 2012 at 10:55 PM, Sylvai=
n Vignaud <span dir=3D"ltr">&lt;<a href=3D"mailto:[email protected]" target=
=3D"_blank">[email protected]</a>&gt;</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">&lt;<a href=3D"mailto:[email protected]" ta=
rget=3D"_blank">[email protected]</a>&gt;</span> wrote:<br>
</div><div><div dir=3D"ltr"><div><div class=3D"im"><br></div>It&#39;s actua=
lly not that hard really, if you generate the virtual texture(s) from commo=
n artists&#39; 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&#39;m trying to address has more to be with creating tools for pr=
oduction than rendering. For rendering, I think the approach i&#39;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>

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