Both Blender and Maya have supported creases for years. You can’t export a model with creases because blender’s FBX import/export doesn’t support it. Or at least it didin’t the last time I tried. I mentioned it to Campbell over IRC a couple years ago. Maybe it was implemented?
Speaking of creases, this would probably be a good opportunity to fix this little papercut:
When extruding or insetting creased edges, the new edges should be creased too. Also true for sharp edges, freestyle edge marks and bevels. Not so sure it would actually be better behavior for seams, but it probably wouldn’t be worse either, just different, I guess?
Alternatively, this behavior, removing the tag from the “original” edges of the extrusion might also be interesting:
Also, the manual keyboard input for creases should be absolute, not relative. To set it to zero you should only have to type 0, not -1. This is important because you often want to set edges to the exact same value as another edge somewhere else. With relative input you have to either zero the crease beforehand, do math or eyeball it.
Anyone know if there have been any discussion about Loop Scheme implementation for triangles or is all the schemes included for that matter or only catmull clark? Loop is extremely valuable addition to hard surface edges with sharp corners topology and also spherical poles to have a more rounded curvature. It is included in OpenSubdiv however it needs to implemented and exposed to the user.
I think fbx creases are supported to some degree, but not sure. Obviously opensubdiv will need support across ALL relevent parts of blender. (modeling, animation, rendering in cycles AND import/export). I hope it gets the full treatment, but it will take a while regardless.
It´s not about supporting subdivs or creases, it´s about supporting them in a consistant, predictable way, ie having the same implementation across all applications.
That would be really nice so that all expected features are implemented. Sorry if I´m sounding paranoid but sometimes I get the feeling that Subdivs are implemented in a half-way across many applications. That is not about Blender specific but in general. As an example Maya have not implemented Loop Scheme for triangles in a way that it is exposed to the user in a easy way even though it is in Mental Ray for some time ago and well it would be nice to see BI making OpenSubdiv as supposed to.
What are you all talking about? As far as export is concerned it’s a float per edge and per vertex, it either works or doesn’t - there’s no degrees, or consistency or predictability involved.
It’s up to each app’s implementation of Catmull-Clark to make certain the creases look consistent across apps, but that’s entirely unrelated to being able to import/export the crease values.
Without being mean here, Piotr, it’s that you’re missing something. Opensubdiv being used everywhere makes certain that creases look consistent across apps. There is no point exporting a float per edge/vertex if different apps put those values through different code (resulting in different creases).
A major point of Opensubdiv by the authors was to get consistency across multiple applications.
Um, yes, that’s kind of obvious. There seems to be some kind of confusion here. I was responding to fahr talking about exporting creases to Maya after we get OpenSubdiv in Blender. Presently there’s no way to export the crease values at present. OpenSubdiv won’t change that.
The implementations in current Blender, Maya, Modo and Opensubdiv, though they’re different code, all give you pretty much the same limit surface. Max’s turbosmooth is different, and I’m not so sure about zbrush, but still, it would make plenty of sense to be able to import/export the creases even today. OpenSubdiv is needed not because it gives you a different result than all the other Catmull-Clark implementations, but because it’s blazing fast and pleasant to work with. Presently creases are not used very often because it’s just painful to work at 5 subdivisions or so, in any app.
Is Opensubdiv 3 related to the render time displacement feature that is already present in Blender? Just wondering, when this feature will be 100% working, especially with UVs.
EDIT: the build date is right there on the splash: DOH!
EDIT 2: Just downloaded the current version, which also has it in. I don’t know why it’s not showing up for you manuel.
The reason you have only “None” at the opensubdiv backend list is :
So it’s “None” in the case your GPU does not support those.
Now for the “CPU” or “OpenMP” backends , apparently the way opensubdiv is currently implemented, even with those backend there is still the need to meet these opengl requirement :
It’s been moved to TODO, so maybe one day full CPU/OpenMP will be available without the opengl requirement along it