Page 1 of 1

Support for EPS

Posted: Tue May 11, 2010 1:54 pm
by Tok_Tok
I would like to see support for EPS files. Various cases like scratchmaps or logo's would benefit from always being sharp in your renderings.
Cartoon renderings would also benefit because the textures in this case are often made with illustrator.

Not to mention the filesize dramatically decreases.

Re: Support for EPS

Posted: Sun May 16, 2010 3:24 pm
by Half Life
EPS (or any vector format like SVG) clipmaps would seriously rock!

Best,
Jason.

Re: Support for EPS

Posted: Thu May 20, 2010 11:33 pm
by Rickyx
+1
Ah ah... that would be really over any edge!
:wink:
Amazing wish.

The only problem is how to do uv mapping... maybe taking in consideration "paper" size in svg and assigning a default resolution?

Re: Support for EPS

Posted: Thu May 20, 2010 11:46 pm
by Tok_Tok
The only problem is how to do uv mapping...
I think that can be solved by supporting PSD files. Photoshop support eps files and Illustrator files.
In photoshop you can put the vector images in the right place. :)

Re: Support for EPS

Posted: Sat May 22, 2010 1:01 pm
by Rickyx
Some considerations about:

first: you are right... huge amount of advangages using a, so widely used, format that contain both raster and vector.

I really don't know a lot about psd format: there are open specifications? I think you need to ask explicitly to Adobe.
And what about all the effects? Live adjustments, live effects or filters, blending modes, ecc...

And, a part of technical considerations, I would prefere a totally open format as I don't use Photoshop... ;)
As I think many other that use Maxwell in linux platform. Well is also true that linux users can save files in Psd format not using Photoshop.

What do you think about using just... a Pdf file? Is ISO standard... raster and vector... no special effects... you create from any application (from AudoCad to Office, Open Office ... passing by Corel suite, websites, LaTex, Matlab, ... , and yes I know is really hard way to create a texture from Excel but you never know :wink: ).

Ricky

Re: Support for EPS

Posted: Sat May 22, 2010 3:12 pm
by Half Life
SVG (http://www.w3.org/Graphics/SVG/)is an open-standard, that is well established and supports both vector and embedded raster graphics and you can easily control it's bounding box -- you need no special software to create SVG as it can be made using a simple text editor and opened on most web browsers. There are free programs like Inkscape that allow for easy creation and editing of SVG as well.

I like SVG better than PDF of PSD for that reason -- it's an amazingly versatile format that is very under-utilized in every industry except cell phones (which use SVG extensively)... the idea originally is SVG is an open version of the Flash format.

It supports text-based "filters" very much like you can apply in photoshop, but are "live" and non-destructive. Supporting SVG would allow Next Limit to expand the simple image editor to include things like resolution independent "Perlin noise" (http://en.wikipedia.org/wiki/Perlin_noise - everything from noise to clouds) and various other infinitely detailed and seamlessly tile-able texturing filters that could even be easily animated if so desired using simple declarative animation. You can combine any number of raster images as "layers" into your SVG file and filter them as many times as you like and of course it fully supports vector type.

Imagine being able to create and edit your own infinitely tile-able and detailed textures right in Maxwell on-the-fly... no external image editor required.

Best,
Jason.

Re: Support for EPS

Posted: Sat May 22, 2010 11:08 pm
by Polyxo
Tok_Tok wrote:
The only problem is how to do uv mapping...
I think that can be solved by supporting PSD files. Photoshop support eps files and Illustrator files.
In photoshop you can put the vector images in the right place. :)
Another vote for .psd. Texture-painting-programs such as Zbrush save their maps natively as .psd.
Support for .psd also makes sense, for optimal use of of the M~R Photoshop-Plugin.

Re: Support for EPS

Posted: Mon Jul 05, 2010 5:19 am
by JorisMX
The problem with implementing vectors that I can think of is pretty simple:

To use a vector in a pixelated image you would need to rasterize it.
So in order to get sharper textures you want NL to add a rasterizing algo into the rendering equasion?

Sounds like something you could easily get around with by analyzing the way you work and the way textures/resolutions and mapping in your projects suffer due to impropper usage.

Its like telling the phone company to make a machine that just calls someone you want to talk to by thinking of them...
okay that would be easy and nice but do you really want them to waste their time with this when theres so much other really important stuff?

like more speed, better solutions for tricky parts like motion blur, quicker caustics / sss / translucency, procedural shaders that are implemented in mxed (so they wouldnt be platform dependant), faster preview (realtime hint hint) or bigger preset library and more professional documentation w/ video?

just my 2c

Re: Support for EPS

Posted: Mon Jul 05, 2010 12:54 pm
by Tok_Tok
do you really want them to waste their time with this when theres so much other really important stuff?
Well, sure, if implementing this feature takes months of work and it has to be done by their best men, don't do it. I too can think of more important things to improve or add. I agree, you
have to set your priorities.
But if the opposite is true, i think support for vector can be worthwhile!