This will be the default rendering level of MH beta1.
Displacement maps will be realized using Sculptris, and rendered with Aqsis.
XNormal will be used to generate displacement maps.
Fig.1 - A screenshot from Sculptris, with details on MH old head model.
Fig. 2 - A quick rendering test


Hello everyone...you'll be happy to know that Sculptris runs like a bunny on Ubuntu 10.10 with its Wine emulator. Very fast and slick indeed!
ReplyDeleteThis looks really cool. But you are writing in the future tense. Does this mean that the feature is not available yet? I didn't find anything that looked like a displacement or normal map in svn.
ReplyDeleteWill this work with target blending? Can you simply load several maps and with different influences in aqsis?
What I keep seeing as I scroll through the forums are requests to edit mesh and texture dynamically. I'm sure that such features won't be offered in the 1.0 Beta, and what concerns me is where does Makehuman end and Blender start at this juncture? Is the heavy use of Blender merely a convenience?
ReplyDeleteVertex editing or texture painting is not in the scope of MakeHuman, since there are already very good external tools for it. MakeHuman will be limited to morphs and texture compositing.
ReplyDeleteI love that you guys are taking sculptris seriously.
ReplyDeleteI'm sure we're all aware that dynamic tessellation and displacement maps is the future of game character creation and maybe even CG films...
Although, a new universal base mesh needs to be created in order to efficiently take advantage of the tech.
Here's a link to the base mesh that I use for all of my head sculpting which I believe is a perfect match for dynamic tessellation based models...
http://hotfile.com/dl/114811084/6e92a0b/headBust01a.OBJ.html
Throw it in Sculptris and go nuts!