  | | | Subdivision surface UV ? | Subdivision surface UV ? 2004-03-10 - By Harry Bardak
Back 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.
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <HTML><HEAD> <META http-equiv=Content-Type content="text/html; charset=iso-8859 (See http://iso-8859.ora-code.com)-1"> <META content="MSHTML 6.00.2800.1400" name=GENERATOR> <STYLE></STYLE> </HEAD> <BODY bgColor=#c0c0c0> <DIV><FONT face=Arial size=2>hi everyone </FONT></DIV> <DIV><FONT face=Arial size=2></FONT> </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> </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> </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 to do 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, and do the rendermap there. But how Can i keep UV's of bitmap on this mesh ? </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> </DIV> <DIV><FONT face=Arial size=2>Any suggestion ? </FONT></DIV> <DIV><FONT face=Arial size=2></FONT> </DIV> <DIV><FONT face=Arial size=2>thanks.</FONT></DIV> <DIV><FONT face=Arial size=2></FONT> </DIV> <DIV><FONT face=Arial size=2></FONT> </DIV></BODY></HTML>
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