Feb
2009
Article Overview
- Overview and Feature: Composite Sculpties
- Feature: Improved Sculptmap Generation
- Features: Toggle Size Limits and Permission Preferences
- ALL (printer friendly)
Feature: Improved Sculptmap Generation
This feature was motivated by an excellent post in the forums that noted deficiencies in the way that sculptmaps were being created. Version 1.2 introduces a new Low Rez: Smooth algorithm that should give comparable results to the shader method when generating sculptmaps from lower resolution meshes.
A new section called Sculptmap Algorithms has been added to the Export Preferences Dialog. It contains the following options:
Sculptmap Algorithms
- Low Rez: Smooth or Hard
- Hi Rez: Closest or Average
Low Rez algorithms apply when a lower resolution base object is being used to generate a higher resolution sculptie. For example, when a 16×16 object is being used to generate a 32×32 sculptie.
Hi Rez algorithms apply when a higher resolution base object is being used to generate a lower resolution sculptie. For example, when a 64×64 object is being used to generate a 32×32 sculptie.
Both Hi Rez and Low Rez algorithms can apply to the same object. For example, when part of an object is at a low resolution and another part is at a high resolution. The two types of algorithms will automatically work when they are needed.
- Low Rez – Hard is almost the same as the default algorithm in previous versions. It can be used to create the “hard edge” effect on things like disco balls.
- Low Rez – Smooth (new default) is an interpolating algorithm that produces results similar to the shader method when generating sculptmaps from lower resolution objects.
The Hi Rez algorithms are both new.
- Hi Rez – Closest picks the point whose UV coordinate is closest to the correct position in the sculptmap.
- Hi Rez – Average averages all the points whose UV coordinate is close to the correct position in the sculptmap
WATCH VIDEO: Click Here — Sculptmap Generation Algorithms in 1.2

No comments yet.