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| Texture Maps: 1: Patch Name | |
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Each patch has a unique name, and by default
that is "pat" followed by an ever increasing number.
You might like to change the names of patches so they
are easier to identify when you import them into other packages.
For example, all the patches used to surface a mouth could be
called "mouth1", "mouth2" and so on.
The name is also used when creating the texture map files for each
patch. That way you know which map goes with which patch, and it
allows the technical minded to set up some sort of automatic procedure
for assigning the maps in your rendering package.
Figure 113. Patch Name |
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To change a patch's name, pick it first, then type the new name
into the
Name
field in the
Texture Maps
panel.
Within CySlice there is no limit to the length of a patch's name. But
when exported into an IGES file, names are truncated to 8 characters,
so you should keep that in mind when choosing names.
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2: Map Size |
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Enter the map pixel dimensions into the
X
and
Y
fields.
If you want a hint as to the most appropriate dimensions, hit the
Map Size
button. CySlice will look at the size of the
patch, compare that to the density of the polygons, and will come up
with dimensions that should save you from under or over sampling too
much.
Figure 114. Map Size |
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Some renderers prefer to have maps with "power of 2" dimensions (e.g.
128, 256, 512, 1024 etc). If you enable the
Pow 2
toggle, then whenever the map size is automatically calculated, the next higher
"power of 2" dimension will be selected.
For SUBD surfaces, the individual patch map sizes are still required.
They determine the relative coverage of each patch in the single large
texture map.
To quickly calculate the map size for all visible patches, click on
the
All Size
button, found towards the
bottom of the
Texture Maps
panel.
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3: Disp, Color and Norm |
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Enable the
Disp,
Color
or
Norm
toggles if you want displacement, color or normal maps for the
selected patch.
Figure 115. Disp, Color and Norm |
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Calculating the UV color map for a patch takes minimal extra time,
but it only makes sense if your polymesh is colored. Color in
a PLY file is represented as Color Per Vertex (CPV), which means
that each point in the mesh has both RGB and XYZ values.
Figure 116. CPV Polymesh, Rendered Patch, UV Map |
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Figure 116
shows a polymesh with CPV on the left. A patch rendered with both
displacement and color maps is shown in the middle. The UV color map,
extracted from the CPV polymesh, is shown on the right.
To quickly assign the current
Disp,
Color
and
Norm
toggles to all visible patches, click on the
All Type
button, found towards the
bottom of the
Texture Maps
panel.
The black left and right arrows are used to change the orientation of
the UV map for the selected patch. Each click of the right arrow
button rotates the patch forward by 90 degrees, the left arrow
backward by 90 degrees.
You can see the U direction of each patch by enabling the
U Dir
toggle in the
Display
panel.