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User Manual Version 3.2 - Parallels Plesk Panel

User Manual Version 3.2 - Parallels Plesk Panel

User Manual Version 3.2 - Parallels Plesk Panel

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4. <strong>Panel</strong> Paint Mode4.1 Per Pixel vs MicrovertexBefore we start painting on any meshes, we should discuss someof the different methods for painting within 3D-Coat. There are anumber of them, each with their own positive and negative sides.The first we’ll talk about is per pixel painting. It was introducedinto 3D-Coat for the first iteration of version 3. <strong>Version</strong> 2 usedmicrovertex painting. In this latter approach every face (quadonly allowed) was represented as a patch N×M vertices (N andM could be different for every face). Every vertex had color andcoordinates in space, so every kind of displacement was allowed.However this approach was limited because it was very difficultto edit meshes with non-quad faces, and projecting a patch totexture resulted in a loss of quality, so it was difficult to import atexture, edit it and then export because the after-export textureappeared to be slightly blurred. So we decided to implement perpixel painting. Here are the basic points of this technology:• Painting is performed not over vertices but over pixels onthe texture directly. It looks like every pixel on the texture isrepresented as a point in space.•Every pixel contains any number of Layers of color, opacity,normal displacement and specularity.• Every Layer can be blended with the previous one usingwell-known blending operations for color and displacement.• Every texture point in space has its neighbors in a per-pixelrepresentation. It is important because it lets you not onlyContents New Start Right Side <strong>Panel</strong> Paint Sculpt Retopo UV Mode Voxels Render Menu Hotkeys Customize CUDA FAQ/Tips Credits19 | 94

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