Cool!
The audio of the videos is way too low!
Cinema4D Studio R13, ZBrush 4, Maya 8.5 EDU, Adobe CS5
Win 7 Pro 64, Intel i7 940 2,93GHz, 6 GB RAM, ATI 4870, Wacom Intuos4 M
is there any way to convert micromesh into real geometry and not just render it? I don´t think so but i would like it
Very nice videos, thank you so much.
A video on using new fibers UVs could be interesting though.
It's a very powerful addition. Many possible uses as to apply a gradient map to control transparency on other render engines. Or to have a nice displacement map fast. There's an issue on the cap-tip though and the documentation doesn't cover this specific problem.
@dangelos, I don't think so, reading the documentation.
Last edited by michalis; 01-26-12 at 08:03 AM.
if the fibers are wide and have UV's they could be used as card hair in Maya!
Thanks for these vids. And for the great update. Zbrush is awesome.
Excellent as always, but even more excellent that the videos arent in flash this time. (or at least my device got a html5 video showing. I usually can't watch Pixologic's videos with it)
Ho yeah ! Thank you for these videos ! =)
Hi Paul,
Thank you for these videos. I am looking forward to getting deep into all the new features. I have a question though about the Basics of MicroMesh video. Can you provide some real-world examples of how this would be used? I can't make the leap here to see how this could be used. Viewing just the multi-gem sphere, for some reason, I just don't understand where/how I would use it. I guess I'm also getting hung up on how the gem itself was made. So I guess I'm requesting for you to expand this particular video with more examples and application usage.
Thank you all at Pixologic for all these new features. If you were a stock, I would buy it! Incredible!
Of course they can, in maya or other app.if the fibers are wide and have UV's they could be used as card hair in Maya!
All fibers share the same UVs though, meaning that some other uses are possible.
totally agree.
and if the user tries to export a ridiculous amount of polys, just let it crash... but there are a lot of scenarios where it wouldn't be that many polys but simplifies generating some kinds of detail.
also, since what micromesh seems to be doing in zb is like what renderman does for its rendertime swap outs, it would be cool if zb could generate an RIB so that insane amounts of detail from zb can be used in animation pipelines.
one thing you could do is have a detailed tree model and instance that over an island... you'd determine the placement by growing fibers on the island.
as for using micromesh for perpoly instancing like in the gem and sphere... yeah, not sure how useful that would be in real world scenarios... i guess you could do something like making neat rows of storm troopers by just have a grid on the ground... but placement would be dependent on the polygonal structure so it would seem to me that it would be limited to times when the placement is very regular.
using hair growing seems to be a much more flexible use of micromesh.