#Painting/3D Obj Cont.
G-Buffers
A G-Buffer is a buffer (like a conventional Z-buffer, used in hidden
surface rendering) with extra information in it. The following
information is needed for each pixel of the 3D painting window:
z depth (32-bit floating point)
photometry index (8-bit index)
texture index (8-bit index)
texture map coordinates (X and Y in s16.16 fixed point)
normal vector X and Y coordinates (s4.12 fixed point)
Other Stuff Needed
View, lighting, photometry, and texture mapping information is also
input when opening a model into Painter.
Rendering
The object is shaded with flawlessly smooth shading using vertex normals
by Painter. We will support vertex mapping for those of you doing real
animation and real texture mapping.
We're going to be limiting what the 3D object rendering can do. No
in-scene light sources (only from infinity). But direction, brightness,
color, etc will be controllable for each light source.
A good rendering program will be able to approximate the lighting for a
part of a scene, converting in-scene lights to approximated infinite
lights.
No limit on the number of light sources in a scene. No degradation of
rendering time for more light sources, since we use lighting maps.
Painting onto the object is like a partial rendering, with correct
shading and lighting. The paint brush just changes the object color.
Fractal Design and 3D Modelling
Now, let's get this straight! Painter won't become the next 3D Studio.
That's not our gig. We want to be able to export texture maps, shading
maps, and environment maps (maybe even glossiness and bump maps). The
user can then bring these hand-drawn maps and incorporate them into
their favorite 3D renderings, using their favorite 3D applications.
For real hairy 3D work, the user should use <your favorite 3D
application here>. Wasn't that definitive?
Mark Zimmer
Fractal Design Corporation
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
This sounds really great! Maybe you guys ought to get together and see if this
3DS/FDP interface can't be made really TIGHT! (I like the fact that the author
of a program that STARTED on the Mac only mentions the PC-based 3D Studio
program by name!)
Dave