Art
Design
Entertainment
Software
Learning
Freebees
Article
Home » Software » Disney’s PTex Goes Opensource
Disney’s PTex Goes Opensource
Disney’s PTex Goes Opensource
Submitted by Maria Miller on January 22, 2010

Motivation

There were many drawbacks to traditional texture mapping methods that led to the development of Ptex:

  • 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.

Ptex addresses all these issues by eliminating UV assignment, providing seamless filtering, and allowing any number of textures to be stored in a single file.

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.

Major Features

  • Supports Catmull-Clark subdivision surfaces (including quad and non-quad faces), Loop subdivision surfaces, and polymeshes (either all-quad or all-triangle).
  • Several data types are supported including 8 or 16-bit integer, float, and half-precision float.
  • An arbitrary number of channels can be stored in a Ptex file.
  • Arbitrary meta data can be stored in the Ptex file and accessed through the memory-managed cache.

Related Links

http://ptex.us/

Post on Twitter
Share on Facebook
Share on LinkedIn
Digg This
Reddit This
Stumble Now!
Buzz This

Leave a comment!

Add your comment below, or trackback from your own site. You can also subscribe to these comments via RSS.

Be nice. Keep it clean. Stay on topic. No spam.

Sponsored Links
Login / Register
Art
Design
Entertainment
Software
Learning
Freebees
Older issues
Popular Posts
Latest articles
Latest features
Copyright © 2009-2010 Dock 71 Publishing, LLC.