Their website does say that you can pay per image at $1 per image. I am in the opposite boat though. I could see this having a very significant effect on photogrammetry but I would need to process a few thousand images at a time which would not be very feasible with their current pricing model
To the developers. A very promising piece of software for a VFX supervisor like me. BUT, please reconsider your pricing tiers and introduce a per-image price. We are a pretty large facility, but I can only imagine needing about 1-10 images a month at the very most. It's like HDRI's - we buy them all the time, one at a time. They need to be individually billed so a producer can charge them against a particular job.
Texture Baking, also known as Render to Textures, is the process of rendering the scene directly into an object’s texture. CrackArt’s Texture Baking is implemented in the raytracer plug-in, and supports projective rendering. The UV channel of an object (the target) is used to cast rays and intersect them with other objects in the scene (the source), transfering materials, texture, lighting and surface properties to the target’s object texture.
3D Texture Paint • Current productivity goal
CrackArt features a 3D Paint plug-in that allow users to paint multiple texture channels on their objects with a single stroke. Material channels like ambient, diffuse, specular, bump, displacement, etc, are defined by the Brush and applied to the PaintMaterial in real time to create complex materials.
SceneEngine is an Open Source platform independent 3D Production solution built on top of an easy to use object oriented c++ SDK, the SceneEngine libraries.
File input and output, mesh creation and deformation, rendering and texture baking are just some of the features implemented by the SceneEngine SDK.
The project includes import and export plug-ins for 3dsmax and Maya; a Lua interpreter to do script processing scenes, including rendering and texture baking; and an OpenGL scene viewer and editor.
SceneEngine SDK can be used to create applications with full 3D Production support, or to extend existing applications.
SceneEngine aims to be a complete solution for building efficient 3D production pipelines with total freedom.
Features of the SceneEngine SDK
SceneEngine is an object oriented SDK built with a plug-in philosophy in mind. Scene components can be added or extended in the SDK, in external libraries or in the host application without breaking the file format.
These are some of the main features supported by the SceneEngine SDK. These features are part of the library, so applications built with SceneEngine have complete access to these features and tools.
- Hierarchy nodes.
- Raw geometric objects like TriMesh, PolyMesh, BezierSpline and PolyLines. The TriMesh and PolyMesh objects support unlimited uvw mapping channels and vertex color channels, render normals, material ids and texture ids, smoothing groups, etc.
- Primitive objects like Box, Sphere and Torus.
- Cameras and lights.
- Object modifiers like extrude, lattice and lathe.
- Multiple materials and textures per object.
- Shader material with sub-textures support (diffuse, opacity, bump, etc.)
- Texture compositing.
- Procedural textures.
- 2D and 3D texture placers with tiling and mirroring.
- 3D animation controllers.
- Raytracing and Texture Baking.
- Lua extension for scene scripting access.
- Transfer libraries for 3ds, Collada and FBX.