Once the surface has been fitted to your liking, you'll next want to
define the texture map information. But first, the network should be
saved out to a SLICE file, the full detail polymesh loaded, and the
saved network reloaded.
Figure 219. Texture Maps Panel |
 |
To define texture map parameters, the
Texture Maps
panel is opened up (see
Figure 219).
From there you can step through each individual patch and edit map
settings one at a time. But by far the easiest thing to do is use the
auto define buttons:
(1) | | |
Click on the right blue arrow to pick the first patch.
|
(3) | | |
Enable the types of maps you want to render out. In this example its
both
Disp
and
Color.
|
Once that process is complete, you should click on
Sel Max
to find which patch has the maximum surface error, then click on the
blue
Max Error
button to recalculate the error for that patch.
Figure 220. Maximum Error Patch Selected |
 |
Because you are now calculating the error for a selected patch,
Iview
is run and loaded with a preview image of the displacement for that
patch (see top right of
Figure 220).
The preview image often starts off a touch too small to see clearly,
so you might need to enlarged the
Iview
window and hit
<z>
a few times to zoom in.
You could then type
<Ctrl-h>.
to view the grey levels histogram (see bottom right of
Figure 220).
The histogram can often give you more information about the grey
level distribution in the image, and in particular, does it overflow
to white, or underflow to black.
In this example, the maximum error patch is inside the ear, with a
displacement error of
1.1
mm; that's probably a touch too ambitious. Even though the histogram
indicates the minimum pixel value is 8 (in the range 0 to 255), the
trend
looks like is going to head below zero, suggesting a potential under
flow when the full detail map is calculated.
If you think the error values might be heading outside the normal 0
to 255 range, then increase the maximum error for the selected patch.
In this example, an error of
1.5
mm is probably more appropriate.
Remember:
If you change any map parameter for the selected patch, make sure you
hit
<Enter>
in the input field to assign that value.
Once you are happy with the map settings, click on the green
Build UVs
button to assign texture UV coordinates to the SUBD control hull.
The final map size if calculated and written into the
Total Size
field. If this looks too small or large for you application, then
change the percentage field and hit
Build UVs
again to recompute the size.
Figure 221. Texture View |
 |
Figure 221
is a screen capture of Maya's "Texture View" window, showing the UV
coords for the example Killroo SUBD head surface. Viewing of
UVs can now be done within CySlice itself with the
Texture Maps
View UVs
button.