User Guide: Render

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== Repaint == == Repaint ==
-kjgkjgkj+The Repaint tool allows you to load an old mesh and texture map into UVLayout where you can then modify the UVs (e.g. repack, optimize, modify seams) and then repaint the old map according to the new UVs.
 + 
 +To use, the modified mesh with new UVs should be loaded into the 3D window.
 + 
 +Click on the "Mesh" arrow to select the file (OBJ or UVL) with the '''original''' UVs.
 + 
 +Click the "Map" arrow to select the original color map. Tick the "Snap Shells" box if you want to move the current shells so they're locked to the pixel locations; this is needed for lossless copying of shells that have been translated or rotated by 90 degree steps only. Click the "Repaint Map" button and the new map should be displayed when complete. If you ticked "Snap Shells" you'll probably want to save out the loaded mesh because it will have been modified.
 + 
 +If the map being repainted is a texture space normal map, you can tick "Renormalize" and the normals will be adjusted for shells that have been rotated. The "nV" option selects nVIDIA style normal maps, and use "ATI" for maps with an inverted G channel. Its safe to leave "Renormalize" on for standard color maps because UVLayout will only adjust the color values if it detects that a normal map has been selected.
 + 
 +At the moment it only works for single tiles ... that is, all UVs in the original and current meshes have to be contained within the 0 to 1 UV space.

Revision as of 06:31, 28 October 2009

Cover Page
About UVLayout
Load/Save
Display
Hotkeys
Edit
Optimize
Pack
Snap/Stack/Sort
Move/Scale/Rotate
Render
Pattern
Groups
Layers
Reshape
Segment
Quick Start
Interface Plugins
Download PDF
Open up the Render panel if you want to save out the current UV layout to a tiff image file. This file could then be used as a template for texture painting.
AA Lines 
Tick this to smooth out the jaggies in the saved image, though this slows down the creation of the file quite a bit.
Fill Polys 
Tick this to include the flattened color coding in the image.
Smooth SUBD UVs 
Ticking this option will render out the UVs according to Renderman's UV smoothing rules. Note: This currently only works for quads, and displays lines only (i.e. the quads aren't filled).
Save 
Click on Save to save the current UV layout into a tiff file with the specified base name; the default is layout.tif.
Name field 
Change this if you want a different base name to the tiff file created.
Resolution field 
Set the pixel resolution for the tiff file here.

Once created, the image is displayed; you can then use File|Save or Ctrl-S to save it to a different location if you wish, using a ".tif" or ".jpg" filename extension to select the format of the saved image.

Repaint

The Repaint tool allows you to load an old mesh and texture map into UVLayout where you can then modify the UVs (e.g. repack, optimize, modify seams) and then repaint the old map according to the new UVs.

To use, the modified mesh with new UVs should be loaded into the 3D window.

Click on the "Mesh" arrow to select the file (OBJ or UVL) with the original UVs.

Click the "Map" arrow to select the original color map. Tick the "Snap Shells" box if you want to move the current shells so they're locked to the pixel locations; this is needed for lossless copying of shells that have been translated or rotated by 90 degree steps only. Click the "Repaint Map" button and the new map should be displayed when complete. If you ticked "Snap Shells" you'll probably want to save out the loaded mesh because it will have been modified.

If the map being repainted is a texture space normal map, you can tick "Renormalize" and the normals will be adjusted for shells that have been rotated. The "nV" option selects nVIDIA style normal maps, and use "ATI" for maps with an inverted G channel. Its safe to leave "Renormalize" on for standard color maps because UVLayout will only adjust the color values if it detects that a normal map has been selected.

At the moment it only works for single tiles ... that is, all UVs in the original and current meshes have to be contained within the 0 to 1 UV space.