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Render-to-texture between two projections

Render-to-texture between two projections

2005-03-01       - By Matthias Worch

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Reply:     1     2     3     4     5     6     7     8  

Okay, that was so easy that I really gotta wonder why I didn't get
this working after the initial email. Must be this cold...

Thanks :)

--
Matthias Worch
http://www.langsuyar.com



>> Without having gone through all of your explanations/suggestions
>> (thanks!) yet, here's another explanation for clarity:
>>
>> Imagine an object with two different UV layouts/projections. A texture
>> artist did a color map for UV layout A. Now for whatever reason (I
>> have a good one, but it's complicated) I need to use UV layout B
>> instead,

p> dont worry, I can think of a few. This is a normal situation.
p> And its one of the purposes that rendermap was designed for.

>> but the color map was made for A and doesn't match that
>> contours of B. I really don't want to refit the texture in Photoshop
>> as it's time-consuming and not exact - instead I want to render out
>> the new color map by putting both projections on the same object and
>> transferring the pixels from A to B.
>>
>> I've been using this workflow quite a bit in Maya, but now I'm looking
>> for a way to make it happen in XSI.
>>

p> as said in the first mail,
p> in the rendertree put your painted texture, with the UV layout A in the
p> color input of a constant shader in the material for the object.
p> apply a rendermap, select the UV layout B, choose a proper name, path,...
p> for your renderer texture. Try to render (regenerate maps) small at first
p> (256 pixels or so) to see if it looks fine. Then play around with the
p> resolution and sampling to get a good quality, and regenerate.

p> The quickest to test if it works, is to go to the rendertree, load in the
p> newly generated texture, choose the UVset B and assign this to the color
p> input of the constant material.
p> It should be a perfect fit.

p> But if you wanna switch back and forth between the original and the result,
p> its often easier to organise this using passes, and a material assigned to a
p> partition containing the object.


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