Once all the mapping parameters are set for each patch, you can
render out the textures. Open up the
Rendering
panel to see all the rendering controls (see
Figure 124).
Figure 124. Rendering Controls |
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Also when rendering NURBS,
by default CySlice will write out an Alias|Wavefront Maya MEL script
shader definition for each patch. These MEL scripts are based on
templates that can be found in the
$HEADUS_HOME/lib
directory. If you would like more information on this feature, send
email to
architec@headus.com.au .
If you aren't using Maya, then you can safely switch off the
Write Maya SGs
toggle.
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The new default behavior for displacement maps is for the error to
be calculated to faces with similar normals to the NURB or SUBD
surface. That is, displacement errors are only calculated to facing
faces. The old method was for the error to be calculated to the
closest faces, and in tight areas (such as between fingers or under
arm pits) the error was often messy. You can re-enable the old
behavior if you want by unchecking the
Error To Facing Only
toggle.
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After deciding on the output directory, file format, and so on, you
are ready to calculate the texture maps. The time taken will depend
upon the complexity of the polymesh, the pixel dimensions of the
maps, and of course, the speed of your computer. In a worst case
scenario it could take several hours, so be prepared to run this
overnight.
So, to calculate the maps for all visible patches, click on the
Calc Now
button. It will change into a red
Abort
button; click on that if you want to abort the map calculation
process at any point.
If you
don't
want to calculate maps for a selection of patches, there are two
methods. Either hide the patches you want to exclude from the
rendering process (i.e. only visible patches are rendered), or
disable both
Disp
and
Color
in each patch's Texture Maps properties.
This option is only available for NURBS surfaces.
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Additional SUBD Controls |
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NURBS File Names |
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The name of each color texture map file is based on this
pattern:
patch_name.format .
So, for example, if the patch is called
nose1,
and the output is TIFF,
then the color map file will be called
nose1.tif.
The name of the displacement maps follows this pattern:
patchname_maxerror.format .
If our
nose1
patch has a
Max Error
of 2.5mm, then the displacement map file will be called
nose1_2.5.tif.
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SUBD File Names |
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The name of the color texture map file is based on this
pattern:
firstpatchname-res.format .
So, for example, if the first patch is called "fish", the map UVs
have been built to a size of
512
pixels, and the output is TIFF, then the color map file will be
called
fish-512.tif.
The name of the displacement map follows this pattern:
firstpatchname-res_maxerror.format .
If our 512 pixel map has a
Max Error
of 2.5mm, then the displacement map file will be called
fish-512_2.5.tif.
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