www.awn.com/news/nvidia-releases-free-version-omniverse-individual-creators-and-artists
www.nvidia.com/en-us/omniverse/creators/
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HardOps & Box Cutter (Blender Bros)
https://blendermarket.com/products/hard-ops–boxcutter-ultimate-bundle
ND
https://hugemenace.gumroad.com/l/nd-blender-addon
Engraver
https://johnniewooker.gumroad.com/l/qOyVO
Bool Tool add on
KitOps
https://chippwalters.gumroad.com/l/kitops
Screws and Bolts package for KitOps
https://masterxeon1001.gumroad.com/l/hopsclassicinserts
Recommended workflow when working with most basic inserts;
KitOps VP Display Add on
MeshMachine (Blender Bros)
https://www.blendermarket.com/products/meshmachine
The DirectDraw Surface container file format (uses the filename extension DDS), is a Microsoft format for storing data compressed with the previously proprietary S3 Texture Compression (S3TC) algorithm, which can be decompressed in hardware by GPUs. This makes the format useful for storing graphical textures and cubic environment maps as a data file, both compressed and uncompressed.
en.wikipedia.org/wiki/DirectDraw_Surface
The DDS format was developed by Microsoft to be used with the DirectX SDK for the development of real-time rendering applications, particularly 3D games. The format is primarily used to store model textures, mipmap levels, and cubemaps in 3D video games.
First introduced in 2012, nowadays OpenVDB is commonly applied in simulation tools such as Houdini, EmberGen, Blender, and used in feature film production for creating realistic volumetric images. This format, however, lacks the GPUs support and can not be applied in games due to the considerable file size (on average at least a few Gigabytes) and computational effort required to render 3D volumes.
Volumetric data has numerous important applications in computer graphics and VFX production. It’s used for volume rendering, fluid simulation, fracture simulation, modeling with implicit surfaces, etc. However, this data is not so easy to work with. In most cases volumetric data is represented on spatially uniform, regular 3D grids. Although dense regular grids are convenient for several reasons, they have one major drawback – their memory footprint grows cubically with respect to grid resolution.
OpenVDB format, developed by DreamWorksAnimation, partially solves this issue by storing voxel data in a tree-like data structure that allows the creation of sparse volumes. The beauty behind this system is that it completely ignores empty cells, which drastically decreases memory and disk usage, simultaneously making the rendering of volumes much faster.
www.aswf.io/blog/project-update-openvdb-version-9-0-0-available-now-introduces-gpu-support/
github.com/AcademySoftwareFoundation/openvdb/releases/tag/v9.0.0
MeshLab
www.heritagedoc.pt/doc/Meshlab_Tutorial_iitd.pdf
Instant Meshes
www.blendernation.com/2015/11/16/instant-meshes-a-free-qaud-based-autoretopology-program/
github.com/wjakob/instant-meshes
igl.ethz.ch/projects/instant-meshes/
Open3D
www.open3d.org/docs/release/index.html
www.open3d.org/docs/release/tutorial/geometry/pointcloud.html
Point Cloud Utils
awesomeopensource.com/project/fwilliams/point-cloud-utils
MathWorks pcdownsample
www.mathworks.com/help/vision/ref/pcdownsample.html
Not Open Source
Various software
cmacvfx.com/how-to-decimate-lidar-or-photogrammetry/
https://blog.demofox.org/2017/11/21/floating-point-precision
https://www.h-schmidt.net/FloatConverter/IEEE754.html
The challenge with precision limits in production is tightly connected to the context of the assets, camera and procedural requirements the render scene needs to support.
For example a far away camera chasing a plane may not reveal issues that the same scene may show with a far away camera’s closeup of a displaced water drop on the plane’s windshield.
This is a rough example, but it helps putting things in perspective.
Always best testing for specific patterns or targets within a given setup.
www.alexanderrichtertd.com/post/plex-open-source-pipeline
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– setup menu, shelf, toolbar, …
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– inform user about processes
– debug like a king *bow*
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