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Subdivision surface UV ?

Subdivision surface UV ?

2004-03-10       - By Guillaume Laforge

 Back
Reply:     1     2     3     4     5     6  

I'm not in front of my computer but here is what I would try :

If you apply a "Unique Uv's" to your subdiv.mesh (from the Property menu)
and use it only in the rendermap UV option then it should work fine.
When the map is rendered, you juste have to apply it with this "Unique Uv's"
projection.


Guillaume Laforge / V2N




-- --Message d'origine-- --
De : owner-xsi@(protected) [mailto:owner-xsi@(protected)]De la part de
Harry Bardak
Envoyé : mercredi 10 mars 2004 12:16
À : XSI@(protected)
Objet : [RenderMap] Subdivision surface UV ?


 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><SPAN class=796342113-10032004><FONT face=Arial color=#0000ff size=2>I'm
not in front of my computer but here is what I would try :</FONT></SPAN></DIV>
<DIV><SPAN class=796342113-10032004><FONT face=Arial color=#0000ff
size=2></FONT></SPAN>&nbsp;</DIV>
<DIV><SPAN class=796342113-10032004><FONT face=Arial color=#0000ff size=2>If
you
apply a "Unique Uv's" to your&nbsp;subdiv.mesh (from the&nbsp;Property
menu)&nbsp;and use it only in the rendermap&nbsp;UV option then&nbsp;it should
work&nbsp;fine.</FONT></SPAN></DIV>
<DIV><SPAN class=796342113-10032004><FONT face=Arial color=#0000ff size=2>When
the map is rendered, you juste have to apply it with this "Unique Uv's"
projection.</FONT></SPAN></DIV>
<DIV><SPAN class=796342113-10032004><FONT face=Arial color=#0000ff
size=2></FONT></SPAN>&nbsp;</DIV>
<DIV><SPAN class=796342113-10032004><FONT face=Arial color=#0000ff
size=2></FONT></SPAN>&nbsp;</DIV>
<DIV><SPAN class=796342113-10032004><FONT face=Arial color=#0000ff
size=2>Guillaume Laforge / V2N</FONT></SPAN></DIV>
<DIV><SPAN class=796342113-10032004><FONT face=Arial color=#0000ff
size=2></FONT></SPAN>&nbsp;</DIV>
<DIV><SPAN class=796342113-10032004><FONT face=Arial color=#0000ff
size=2></FONT></SPAN>&nbsp;</DIV>
<DIV><SPAN class=796342113-10032004><FONT face=Arial color=#0000ff
size=2></FONT></SPAN>&nbsp;</DIV>
<DIV><SPAN class=796342113-10032004></SPAN><FONT face=Tahoma><BR><FONT
size=2><SPAN class=796342113-10032004><FONT face=Arial
color=#0000ff>&nbsp;</FONT></SPAN>-- --Message
d'origine-- --<BR><B>De&nbsp;:</B> owner-xsi@(protected)
[mailto:owner-xsi@(protected)]<B>De la part de</B> Harry
Bardak<BR><B>Envoyé&nbsp;:</B> mercredi 10 mars 2004 12:16<BR><B>À&nbsp;:</B>
XSI@(protected)<BR><B>Objet&nbsp;:</B> [RenderMap] Subdivision surface UV ?
<BR><BR></FONT></DIV></FONT>
<BLOCKQUOTE dir=ltr style="MARGIN-RIGHT: 0px">
 <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></BLOCKQUOTE></BODY></HTML>