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Subdivision surface UV ?

Subdivision surface UV ?

2004-03-10       - By Harry Bardak

 Back
Reply:     1     2     3     4     5     6  

yes but i loose my previous mapping, if i create the new subdivided mesh. i don
't want that.
 -- -- Original Message -- --
 From: Guillaume Laforge
 To: XSI@(protected)
 Sent: Wednesday, March 10, 2004 2:38 PM
 Subject: RE: [RenderMap] Subdivision surface UV ?


 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><FONT face=Arial size=2>yes but i loose my previous mapping, if i create
the new subdivided mesh. i don't want that.</FONT></DIV>
<BLOCKQUOTE dir=ltr
style="PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT:
#000000 2px solid; MARGIN-RIGHT: 0px">
 <DIV style="FONT: 10pt arial">-- -- Original Message -- -- </DIV>
 <DIV
 style="BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>From:</B>
 <A title=guillaume.laf@(protected)
 href="mailto:guillaume.laf@(protected)">Guillaume Laforge</A> </DIV>
 <DIV style="FONT: 10pt arial"><B>To:</B> <A title=XSI@(protected)
 href="mailto:XSI@(protected)">XSI@(protected)</A> </DIV>
 <DIV style="FONT: 10pt arial"><B>Sent:</B> Wednesday, March 10, 2004 2:38
 PM</DIV>
 <DIV style="FONT: 10pt arial"><B>Subject:</B> RE: [RenderMap] Subdivision
 surface UV ? </DIV>
 <DIV><BR></DIV>
 <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></BLOCKQUOTE></BODY></HTML>