![]() ![]() vrmesh file name (extension must be specified). vrmesh filesĬopyright © 2003-2015 by Chaos Group Ltd. Making a script which uses this to convert an exported OBJ file should be easy enough! Does the PLY format keep the vertex color channel information?Ĭonverter of. The obj2vrmesh exe is also included with the demo version: Running it from the command line with no arguments will give you the following information. It describes in detail, the format of the header, voxel table, voxel data and channel information with illustrated guides to how voxels are stored and example vrmesh data. ![]() It’s then stored locally on your computer such as…Ĭ:/Program%20Files/Chaos%20Group/V-Ray/3dsmax%202014%20for%20圆4/docs/vrmesh_format.html You can get this even from the demo, just download it from Then you will find links to the SDK documentation in the Program Files Menu… Yes it is part of the VRay SDK, all the information you might need is with the VRay installation. We’ve just finally bought a site license here at and I would really like to see Zbrush used on every high resolution print job we do. can we find a way to help him? It would cut a hugely time-consuming portion of our workflow out and enable us to use ZBrush on more projects as it would be simpler to work with these amazing meshes we can make. Upon seeing the Mudbox version, lots of us are instantly asking for a ZBrush version but Vlado says he doesn’t have API access to create this. I’m sure we could probably make a script which would export OBJ/PLY/FBX and then run the VRay Obj_to_VRmesh utility but for the sake of simplicity this would be a wonderful thing to have! The voxelised VrayProxy mesh is incredibly efficient to use for rendering with it dynamically loading data in when needed. And with the vertex color channel workflow we don’t even need to save the textures out.Īt the moment exporting Displacement maps and getting them to displace correctly always seems to be some-what of a lottery and can eat RAM, so we normally export the full high-resolution models, import into 3dsmax and then convert to VRayProxy, which takes a little while and doesn’t automatically create a preview model that is representative of the final mesh. This will cut out a huge portion of our workflow and make working with high resolution models painless and really easy to go from ZBrush to Max/Maya and render with VRay. Vlado at Chaosgroup has written a VRMesh exporter for Mudbox, it takes a lower subdivision level as the preview mesh and allows textures to be baked into the vertex color channels. ![]() I’ve just seen a very small tool which would be the most insanely useful thing to have in ZBrush. ![]()
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