Hello there bros
i always wondering what is the difference between voxel and pixels ?
what i reached is ....again i could misunderstood some informtion ...
pixols...is like what they use in zbrush . its a pixel with depth channel.it can have distortion thats why they made zremesher to make it equal quades ...and you dont need uv mapping to paint on it
--- in my opinion i think it takes less ram memory than pixol ..but not sure about that
okay pixol .
i think sculptris and 3d coat both of them using pixol ...well its like quads but but triandles you know quads is like two triangles ..any way ..it has uniformal shape no distortions so u dont have to deal with voodo issues with geometry while u sculpting or cliping your mesh....but u need uv to paint on it
well i think i finished my info please share yours if you care
Replies
Pixols are an abstract concept invented by Pixologic that has little relevance to how most 3D artists actually use zBrush. It refers specifically to meshes/data placed on the canvas rather than the actual 3D models (zBrush calls these "tools"). The majority of work you would do in zBrush is based on sub-dividing traditional polygonal geometry, not pixols or voxels.
Zremesher is a tool to convert your polygonal mesh to a different polygonal mesh, but with more even/square topology which is better for consistent detail distribution.
Quads or triangles, that's neither here nor there.
From my understanding, where voxels are used in various 3D sculpting apps is more of a behind the scenes thing. You're not actually working with voxel data, rather the app sometimes uses voxel data to generate traditional polygonal meshes. Zbrush uses voxels to figure out how to remesh, and 3D coat uses voxels to figure out even geometric distribution, which allows you to sculpt without regards to topology.
Pixels, on the other hand, are "Picture Elements", the 2d representation of the data--a pure 2d grid that can be either sent to the monitor as a final "show this on the screen" stream of data, or it can be saved statically in a 2d file like you would do in Photoshop.
Netther of those should be confused with Texels: Texels are "Texture Elements"--how GPUs handle 2d data stretched across 3d forms--this is why we use the term Texel Density when talking about texture resolutions in games.
Pixols, however, is just a weird term invented by Zbrush, only used in Zbrush (I think). I don't think it has any reserved place in core graphics technology.
"A voxel represents a value on a regular grid in three-dimensional space." from: https://en.wikipedia.org/wiki/Voxel
For example, with the voxel GI, the voxels are arranged in a grid pattern. The geometry is essentially converted to simplified, voxelized copy which can then be used to do cone traces against. The grid arrangement is essential for LODs, as you can easily split or combine the voxels into consistent spaces, otherwise you would end up with gaps between voxels.
Various definitions do not directly state that voxels have to conform to a grid, however, I believe it's implied.
"(in computer-based modeling or graphic simulation) each of an array of elements of volume that constitute a notional three-dimensional space, especially each of an array of discrete elements into which a representation of a three-dimensional object is divided."
Anyway, that's my basic understanding of it, and I'm not graphics programmer so I very well may be wrong.
EDIT: looked it up...looks like I was thinking of something called HYPERvoxels...which sounds a lot like a proprietary tech, not unlike our pixol friend from earlier in the discussion. Dunno if its even remotely related to current usage of the voxel term (perhaps it used/uses a grid of voxels for lighting data to then inform shading on particles or something...?). regardless, it was for prerendered stuff