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Subdivision surface UV ?

Subdivision surface UV ?

2004-03-10       - By Harry Bardak

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Reply:     1     2     3     4     5     6  

hi everyone

I think everyone wanted to Rendermap something on Subdivided surface.
In my case i got an object in subd level 2 ( via geoapprox ), and i want to
bake the result of a specific shader ( let's say Dirtmap ).
My UV's are done, because i get bitmap too.

My first reflexe was to generate a new set of UV, via Unique UV function. I
seted the target resolution and UV spacing.
Then i ran rendermap, but the result got artifact, or bad interpolation when i
m viewing object at subd 2.
Well classic.

So Are there in workaround ? Any suggestion to solve this ?
What i was thinking to do are :
* Render a pass with my Dirtmap, and reuse it via camera projection directly in
my material.
* Subdivise my mesh at 2, and do the rendermap there. But how Can i keep UV's
of bitmap on this mesh ?
* Vertex color bake ? Yes but rendermap process disable geoapprox. And there
are no way to store different 'Vertex color level'

Any suggestion ?

thanks.


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<DIV><FONT face=Arial size=2>hi everyone </FONT></DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV><FONT face=Arial size=2>I think everyone wanted to Rendermap something on
Subdivided surface. </FONT></DIV>
<DIV><FONT face=Arial size=2>In my case i got an object in subd level 2 ( via
geoapprox ), and i want to bake the result of a specific shader ( let's say
Dirtmap ). </FONT></DIV>
<DIV><FONT face=Arial size=2>My UV's are done, because i get bitmap too.
</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV><FONT face=Arial size=2>My first reflexe was to generate a new set of UV,
via Unique UV function. I seted the target resolution and UV
spacing.</FONT></DIV>
<DIV><FONT face=Arial size=2>Then i ran rendermap, but the result got artifact,
or bad interpolation when i m viewing object at subd 2. </FONT></DIV>
<DIV><FONT face=Arial size=2>Well classic. </FONT></DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV><FONT face=Arial size=2>So Are there in workaround ? Any suggestion to
solve this ? </FONT></DIV>
<DIV><FONT face=Arial size=2>What i was thinking&nbsp;to do&nbsp;are :
</FONT></DIV>
<DIV><FONT face=Arial size=2>* Render a pass with my Dirtmap, and reuse it via
camera projection directly in my material.</FONT></DIV>
<DIV><FONT face=Arial size=2>* Subdivise my mesh at 2,&nbsp;and do the
rendermap
there. But how Can i keep UV's of&nbsp;bitmap on this mesh ?&nbsp;</FONT></DIV>
<DIV><FONT face=Arial size=2>* Vertex color bake ? Yes but rendermap process
disable geoapprox. And there are no way to store different 'Vertex color level'
</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV><FONT face=Arial size=2>Any suggestion ? </FONT></DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV><FONT face=Arial size=2>thanks.</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV></BODY></HTML>