User Guide: Render

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<div id="pro"> {{Pro3|pro11|User Guide: Reshape#pro12}} <div id="pro"> {{Pro3|pro11|User Guide: Reshape#pro12}}
-== Repaint == [[Image:UserGuide-Repaint.png|right|]] 
-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.+== Repaint ==
 + 
 +[[Image:UserGuide-Repaint.png|right|]] 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.
; Mesh : Select the file (OBJ or UVL) with the '''original''' UVs. ; Mesh : Select the file (OBJ or UVL) with the '''original''' UVs.

Revision as of 07:27, 26 June 2013

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.
Alpha 
Add an alpha channel to the output image, where all lines are solid, the background is clear, and filled polys use the gray-scale equivalent of their currently displayed color.
Outline 
Switch this to On to get a slightly thicker line around the shell boundaries, or to Only to show only the shell boundary edges.
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.

[Professional Version Only]

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.
Mesh 
Select the file (OBJ or UVL) with the original UVs.
Map 
Select the original texture map file.
Max U 
When using the '####' naming convention for tiled maps (see below) this number specifies the maximum U index (also known as "udim"). Many people use "10". If left at "0", then the maximum is automatically determined from the UVs in the original mesh.
Snap Shells To Pixels 
Tick this 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. You should save your mesh out after running the repaint, because the UVs will have been modified slightly if you have ticked this option.
Trace After Repaint 
The newly repainted texture map is mapped onto the loaded mesh, just as if you'd used the Display Trace tool.
Renormalize 
If the map being repainted is a texture space normal map, tick this 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 is being processed.
Edge Bleed 
After repainting, shell boundaries are bled out the set number of pixels. This helps make the UV seams less visible when the repainted map is used as a texture.
Repaint Map 
Set the output resolution, then click this to create the repainted map.

Currently the Repaint tool only works for single tiles; that is, all UVs in the original and current mesh have to be contained within the 0 to 1 UV space.

Repainting Multiple Maps

If your mesh has multiple texture maps, such as color, specular and normal, then you can get UVLayout to process them in one go. Instead of selecting a texture map in the Map selector, you can load a CSV extension text file that has the names of the maps, one per line. For example ...

 fish-color.tif
 fish-spec.tif
 fish-norm.tif

By default UVLayout will create new files for each of the repainted maps with "-repaint" added to the original filename. If you would like a different output name, or to overwrite the original file, add that to the CSV file with a comma between the original and the new names ...

 fish-color.tif,new-color.tif    <- different output name
 fish-spec.tif,fish-spec.tif     <- overwrite original
 fish-norm.tif                   <- keep default output name

If these multiple maps are different resolutions, and you want the repainted maps to keep the same resolutions, then change the output resolution field to the equals character (i.e. =). You can also enter in a resolution multiplier (e.g. *2) or divider (e.g. /4), and then the resolutions of the output maps are adjusted accordingly.

Repainting Multiple Tiles

If your original UVs are spread across multiple UV tiles, with corresponding maps, then you can also repaint these to the new UVs.

 #,##,###,####  <-  tile number
 U,UU,UUU,UUUU  <-  tile U index
V,VV,VVV,VVVV <- tile V index