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Anonymous No. 854265

why can zbbrush open multi-million poly models easily but not any of the so called industry standard tools like maya, houdini, max, modo, or whatever the fuck? you'd think such a feature would be widespread in every production workflow imaginable due to how important it is, but only zbrush can handle it. if you try to pipe in anything that zbrush handles into maya or houdini, it will hang/crash because you didn't decimate the geometry anid retopologize it. but zbrush itself can handle it fine without any type of UI delay. how the fuck is this possible?

Anonymous No. 854267

i love archviz images like this because you can see the massive gap b/w the paid assets and the cylinders the 'artist' has textured themselves.

Anonymous No. 854269

>>854265
There's a lot of things Zbrush can't do because of how it's able to display geometry like that anon.
It's not a generalist 3D editor where you can create these sprawling spaces full of assets like in a game engine or 3D accelerated viewport.

Take away is that the seemingly blackmagic 2.5D canvas Zbrush uses doesn't work for what we wanted to do with 3D for production, why it stayed a specialized sculpt tool.
Unreal 5 is bringing new tech that is doing something similarish in concept to how the 2.5D canvas display of 3D works in Zbrush but now solving for the general case.

Anonymous No. 854287

>>854267
To be fair though, that's a shitty fucking render from all aspects.

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Anonymous No. 854288

>>854269
>2.5D canvas
Just press edit and it becomes 3d viewport

Anonymous No. 854291

>>854288
As i understand it even in 3D mode It draws your perspective mesh with the same 2.5D but translated on the fly from your vantage point
so it never has to actually render more polygons than you have megapixels of resolution in your viewport.

It looks flawless for objects close to camera like when working on a single sculpt but the illusion stars breaking down
if you start having too much depth in your scene with surfaces stretching far away from camera like open environments and such.
Zbrush can only display geometry confined to a pretty localized space boundingbox because how it handles the data.
Clever trick of memory management and "smoke and mirrors" rendering is how Zbrush can display surfaces of such complexity.

More similar to rendering a point cloud of voxels from your point of view rather than a standard polygon rasterizer.
I could be off tho, this is proprietary tech after all and I don't know exactly what goes on under the hood.

Anonymous No. 854293

>>854291
Pretty sure they call it a 'pixol' because it's an amalgamation of a 'pixel' and 'voxel'.

Anonymous No. 855359

>>854265
Check out "Clarisse iFX" by Isotropix

Maya and all them lot were created in the 90's and shit so unless they recode everything, they're stuck with software that's fundamentally built for the technology that was available back then

Clarisse was made in in the 2010's or late 2000's or something. Their shit streams everything instead of whatever the old school guys do because SSDs are a thing now, allowing you so slap a bajillon polys into a scene if you want and it'll run fine as long as you're hardware is good enough.

I haven't looked too much into it myself yet but I'm sure it's a 3D "package" sofftware like Maya, Houdini, C4D, Blender etc. not specialised software like Mari, Zbrush, Substance Painter/Designer etc. that are designed to do one job. But massively dense scene assembly is the HUGE advantage it has over everything else of course

It's also been used in the industry for high budget things, you just don't hear about it.
I think it was used in the latest star wars film or something like that for example, can't remember.
Doubt it was used as a full substitute to the older boys though (Excluding Houdini because houdini is ALWAYS used for FX on high budget things)

It's definitely going to be a juggernaut at this rate,
A killer However? That might be stretching it
We'll have to wait and see

Anonymous No. 855372

>>855359
>but I'm sure it's a 3D "package" sofftware like Maya, Houdini, C4D, Blender etc.
clarisse isn't a general DCC. it's scene assembly and rendering environment.

Anonymous No. 855429

>>854265
XSI was able to handle millions of polygons on the viewport.

Anonymous No. 855843

>>855372
Ah, thanks for clarifying

Anonymous No. 855851

>>854265
zbrush displays no real polygons or volume data in the viewport, but a clever and fast approximation.

Anonymous No. 855864

>>854287
Post your work