yeah. Exactly. cept you can do it with one plane, use the framebuffer as the texture and you could distort the pixels by a scatter algorithm, but more often these days would be a procedural normal map to use as a virtual surface to refract through.
Oh? So you don't want the use of '3D layers' and proper projection algorithm ? + work with many objects a time, etc. ? ( like bodypaint does perfectly or almost ) I can use it to make doodles but not into a real working workflow.
Thanks rumblesushi. For UVing, I just used a mixture of Blender's default ABF and LSCM algorithms. They're very fast, both for organics, as well as hard surface. The big pain in the ass was all the rigging, but even still that only took about an hour.
Agreed with the above. Smoothing algorithms in use won't give you a mathematically perfect circle, if, for no other reason, than you'll need infinite subdivision levels to get there. I do find that multiples of 4 pointed shapes tend to give good results.
I had a look at it and to be honest its nowhere near as good. Original procedural algorithms allowed for much more "clumpy" looks rather than purely relying on gradient / object space textures and then overlaying (texture) material over it and calling it done.
Honestly... pelt mapping isn't all it was cracked up to be since they improved the relax algorithms. I would cylindrical unwrap it and relax parts and pieces with soft select turned on. Or planar map it, select your pelt seams break the edges and relax.
Thanks Eric for your feedback. The heuristic is a combination of several things, including rate of change as you have guessed as well as color importance plus other information related to the object topology. Currently the algorithm doesn't overlap UVs, but it is definitely an interesting idea to consider :)
Was playing with the demo, and has some neat results, but iono. I feel like it makes things almost too complex.. Maybe im just too used to the lite version :P Glad the algorithm is more complex, will compare and contrast and see if its worth it.
And to add to this, if your bump has an ngon pole on it, use zbrushes alternative smoothing algorithm designed for poles. To activiate it, hold shift and begin to smooth, then let go of shift while you are smoothing. This makes the pole smooth. Good luck with your pole bump.
Are there any other elements fellow? A certain algorithm what goes into a selecting an entry for this one? Is it just what those who choose find appeasing or is it something more? Because just wip sculpts have been in, but you fellows always stress finishing pieces/