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Subdivision surface UV ?

Subdivision surface UV ?

2004-03-10       - By Guillaume Laforge

 Back
Reply:     1     2     3     4     5     6  

Ah ok.

But you can use the "Unique uv's" only for maps that are creat by XSI (like
Dirtmap/photon/shadow etc.)
and use your "hand made UVmapping" only for the maps that you want to
completly control in a paint programe.

Why do you want to use your UV mapping for dirtmap for example ?




-- --Message d'origine-- --
De : owner-xsi@(protected) [mailto:owner-xsi@(protected)]De la part de
Harry Bardak
Envoyé : mercredi 10 mars 2004 14:56
À : XSI@(protected)
Objet : Re: [RenderMap] Subdivision surface UV ?


 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><SPAN class=062454514-10032004><FONT face=Arial color=#0000ff size=2>Ah
ok.</FONT></SPAN></DIV>
<DIV><SPAN class=062454514-10032004><FONT face=Arial color=#0000ff
size=2></FONT></SPAN>&nbsp;</DIV>
<DIV><SPAN class=062454514-10032004><FONT face=Arial color=#0000ff size=2>But
you can use the "Unique uv's" only for maps that are&nbsp;creat by XSI (like
Dirtmap/photon/shadow etc.)</FONT></SPAN></DIV>
<DIV><SPAN class=062454514-10032004><FONT face=Arial color=#0000ff size=2>and
use your "hand made UVmapping"&nbsp;only for&nbsp;the maps that you want to
completly control&nbsp;in a paint programe.</FONT></SPAN></DIV>
<DIV><SPAN class=062454514-10032004><FONT face=Arial color=#0000ff
size=2></FONT></SPAN>&nbsp;</DIV>
<DIV><SPAN class=062454514-10032004><FONT face=Arial color=#0000ff size=2>Why
do
you want to use your UV mapping for dirtmap for example ?</FONT></SPAN></DIV>
<DIV><SPAN class=062454514-10032004><FONT face=Arial color=#0000ff
size=2></FONT></SPAN>&nbsp;</DIV>
<DIV><SPAN class=062454514-10032004><FONT face=Arial color=#0000ff
size=2></FONT></SPAN>&nbsp;</DIV><SPAN class=062454514-10032004></SPAN><FONT
face=Tahoma>
<DIV><FONT face=Arial color=#0000ff size=2></FONT><BR><FONT size=2><SPAN
class=062454514-10032004><FONT face=Arial
color=#0000ff></FONT></SPAN></FONT>&nbsp;</DIV>
<DIV><FONT size=2><SPAN class=062454514-10032004>&nbsp;</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 14:56<BR><B>À&nbsp;:</B>
XSI@(protected)<BR><B>Objet&nbsp;:</B> Re: [RenderMap] Subdivision surface UV
? <BR><BR></DIV></FONT></FONT>
<BLOCKQUOTE dir=ltr style="MARGIN-RIGHT: 0px">
 <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></BLOCKQUOTE></BODY></HTML>