MH/Valentina hackathon at Libre Graphics 2015

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Re: MH/Valentina hackathon at Libre Graphics 2015

Postby duststorm » Mon Jan 26, 2015 11:29 pm

brkurt wrote:Any triangles in the garment mesh, and DAZ, Maya, Modo (and Blender) users won't touch it. Especially the professionals

If this is for a static mesh, ZBrush's ZRemesher would solve that problem for you in a second.
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Re: MH/Valentina hackathon at Libre Graphics 2015

Postby devrich » Tue Jan 27, 2015 1:49 am

brkurt wrote:The Valentina solution can have no triangles, period. That will guarantee a loyal army of users and developers. Any triangles in the garment mesh, and DAZ, Maya, Modo (and Blender) users won't touch it. Especially the professionals, whose career is at stake.


Wait.. I don't understand this.. I come from the programmer side of things but I'm now working at significantly increasing my computer graphics skills as I have been realising that I have a pretty 'decent' talent at computer generated art.

I have always used triangles in everything 3D that I do ( and some 2D too ) -- So when/where/why did artists start abandoning triangles? I mean; i'd hate to spend the next couple of years improving my computer graphics artistic side only to be rediculed for using triangles.......... i'm sure i'm not the only person in the world coming from a pure triangle world to work at improving their artistic side too.
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Re: MH/Valentina hackathon at Libre Graphics 2015

Postby Manuel » Tue Jan 27, 2015 7:58 am

devrich wrote:
Wait.. I don't understand this..


http://www.makehuman.org/doc/faq/why_qu ... erals.html
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Re: MH/Valentina hackathon at Libre Graphics 2015

Postby devrich » Tue Jan 27, 2015 2:17 pm

Thanks Manuel! I spent some time yesterday looking into quads and I didn't realize how advertagous quad could be for animations which is one of my areas of focus. My only real concern I had in the past with using quads was that hardware didn't support the use of quads very well ( this was quite some many years ago ).
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Re: MH/Valentina hackathon at Libre Graphics 2015

Postby Manuel » Tue Jan 27, 2015 2:33 pm

devrich wrote:Thanks Manuel! I spent some time yesterday looking into quads and I didn't realize how advertagous quad could be for animations which is one of my areas of focus. My only real concern I had in the past with using quads was that hardware didn't support the use of quads very well ( this was quite some many years ago ).


The quads are fundamental in animation because they permit to define face loops. The face loops are usually modelled in order to deform accordgly the muscles action direction, expression wrinkles etc.
You can see some colored face loops here: http://www.makehuman.org/sites/mhnew.jw ... /wip03.png

This is the best discussion on the net:
http://forums.cgsociety.org/showthread. ... adid=38469
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Re: MH/Valentina hackathon at Libre Graphics 2015

Postby duststorm » Tue Jan 27, 2015 8:26 pm

Most render engines use triangle primitives, but that makes no difference. Splitting a quad into two triangles is trivial, especially if a fixed winding order of vertices is preserved (which is the case for all game/render engines I know, for exactly this reason). Even if graphics APIs like OpenGL ususally allow quad rendering, internally they are converted to tris. So you're better of doing the conversion yourself, to be independent of varying implementations in graphics drivers.

But this does not take away anything from above's statement: quads have advantages in modeling, for rendering you should not care.
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Re: MH/Valentina hackathon at Libre Graphics 2015

Postby devrich » Tue Jan 27, 2015 8:36 pm

Thanks for all your help getting me to understand it guys :)
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