Mailing List
Home
Forum Home
Softimage
Carrara
trueSpace
Dir3d-l
Maya - a powerful 3D animation and visual effects software
Macromedia Flash Development
Subjects
Cameras
scaleDown command
black out solved
Aircraft Tutorial
Mathematical XYZ ?
Its done This vs That
Its done first week
recommendations for screen video captures?
3DExplorer "Oddity "
New Director
ProTeam renewals
Fuel 's new websites (X post)
Blue peter create a make toy
targeting groups question
XPost: Shockwave 3D game ( sort of )
RES: RES: RES: Fish Modeling
Emitting particles from object intersection
Fuel 's new websites (X post)
Texturing
Big Break Contest Videos
New Plugins
Models and Texture on my updated site
Error Installing Patch tS6 6
Plasma?
Looking for Inspiration
Weird EMail Q
It 's done first week ?
Cherry not cranberry
New game
Camera Animation Problem
Particle plugins?
 
Subdivision surface UV ?

Subdivision surface UV ?

2004-03-10       - By Harry Bardak

 Back
Reply:     1     2     3     4     5     6  

Local refinement on all polygon will do the trick
 -- -- Original Message -- --
 From: Harry Bardak
 To: XSI@(protected)
 Sent: Wednesday, March 10, 2004 5:20 PM
 Subject: Re: [RenderMap] Subdivision surface UV ?


 You didn't get my point. when i use Unique Uv's projection WITH geoapprox
there are some artifacts.
 Do a simple test with a cube at subd level 2 you will get my point.

 Why i do that ? it s just for speed rendering purpose.
   -- -- Original Message -- --
   From: Guillaume Laforge
   To: XSI@(protected)
   Sent: Wednesday, March 10, 2004 3:54 PM
   Subject: RE: [RenderMap] Subdivision surface UV ?


   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.


<!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>Local refinement on all polygon will do the trick
</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=Harry@(protected) href="mailto:Harry@(protected)">Harry
 Bardak</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 5:20
 PM</DIV>
 <DIV style="FONT: 10pt arial"><B>Subject:</B> Re: [RenderMap] Subdivision
 surface UV ? </DIV>
 <DIV><BR></DIV>
 <DIV><FONT face=Arial size=2>You didn't get my point. when i use Unique Uv's
 projection WITH geoapprox there are some artifacts. </FONT></DIV>
 <DIV><FONT face=Arial size=2>Do a simple test with a cube at subd level 2 you
 will get my point. </FONT></DIV>
 <DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
 <DIV><FONT face=Arial size=2>Why i do that ? it s just for speed rendering
 purpose.</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 3:54
   PM</DIV>
   <DIV style="FONT: 10pt arial"><B>Subject:</B> RE: [RenderMap] Subdivision
   surface UV ? </DIV>
   <DIV><BR></DIV>
   <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> <A
   href="mailto:owner-xsi@(protected)">owner-xsi@(protected)</A>
   [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><
/BLOCKQUOTE></BLOCKQUOTE></BODY></HTML>