Tuesday, February 16, 2010



Note: Ptex is a released open source code now, not an application.

Ptex is a texture mapping system developed by Walt Disney Animation Studios for production-quality rendering:

No UV assignment is required! Ptex applies a separate texture to each face of a subdivision or polygon mesh.

The Ptex file format can efficiently store hundreds of thousands of texture images in a single file.

The Ptex API provides cached file I/O and high-quality filtering - everything that is needed to easily add Ptex support to a production-quality renderer or texture authoring application.

Ptex was used on virtually every surface in the feature film Bolt, and is now the primary texture mapping method for all productions at Walt Disney Animation Studios.

and... here are some very interesting motivations:

UV assignment was a tedious task, and making good UVs on complex models was difficult.

Texture seams could produce visible artifacts especially with displacement maps.

Large numbers of texture files were required creating a significant I/O bottleneck.

If the technique is popularize in the future, the CG work flow in the UV texture will more easier.(but look like ZB's AUV tiles? well, maybe the seamless technique will better than AUV tiles.)

Ptex related to 3D Coat:


Notice that it requires quads poly face for your model.


現在已釋放出開源程式碼(不是應用程式)供有興趣的人嘗試,同時3D Coat也與Ptex作結合,目前可在此軟體中嘗試到這樣的技術,不過目前仍處實驗測試階段,只限四角面的模型可用,有興趣的人可以嘗試看看。

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