There are two ways to surface a polymesh; dense patches that fit very
closely, or light patches that are texture mapped.
Figure 108. Light Weight Patch |
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In the first approach you would start by building light patches,
getting the flow how you want, and matching the boundaries (see
Figure 108).
Figure 109. Successive Doublings |
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Then to
make the patches denser, keep doubling the divisions; the patches
will end up fitting closer and closer to the underlying polymesh. In
the extreme, the number of CV's in the patches will approach the
number of points in the polymesh (see
Figure 109).
The error between the patches and
the polymesh will be almost zero at this extreme density. Obviously,
the price for this fitting accuracy is a very complex and unwieldy
NURBS surface.
Figure 110. Error Between Patch and Polymesh |
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In the second approach, building light patches is also the first step.
But then the error between the simple patches and the polymesh is calculated
and saved as gray scale images (see
Figure 110).
These images, called displacement maps, can
then be applied to the simple patches during rendering, and all the detail
of the original polymesh is retained.
Figure 111. Light Weight Patch - Texture Mapped |
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Figure 111
shows an example of displacement mapping. The image on the left is
the simple patch rendered with the displacement map shown on the
right. The patch captures the shape of the surface, and the fine
detail is stored very efficiently in the image file.
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Load The Maximum Detail Polymesh |
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As mentioned in the "Loading Meshes" chapter above, it is a good
idea to build your networks on decimated (i.e. polygon reduced) meshes;
placing points, drawing curves and fitting patches will be much quicker.
But when you come to calculating texture maps, you want to do that off
the maximum detailed polymesh. So, before continuing with the
texture mapping process, save your network into a SLICE file, load the
original detailed polymesh, then load the SLICE file you just saved.
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Texture Map Parameters |
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If you want to calculate texture maps, then you'll need to define
the following four values for each patch:
- Name. Used to name the texture map file.
- Size. The X and Y pixel dimensions for the texture map image.
- Type. Whether to calculate displacement, or color, or both.
- Error. The error envelope for that patch.
Figure 112. Texture Map Controls |
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For those with lots of patience,
the
Texture Maps
panel lets you set these values by hand, one patch at a time (see
Figure 112).
But for the impatient, there are also ways to quickly set values for all patches.
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Picking Patches |
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Before you can set the values for a patch, you have to pick it. There are two
ways: