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headus 3D scans

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headus 3D tools
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  Topic: UV size based on camera distance
b514c4fa

Replies: 25
Views: 30070

PostForum: Questions and Answers   Posted: Tue Mar 22, 2011 8:02 am   Subject: UVs based on camera distance: "Locking"
That locking feature would be perfect. As you said, then only non-white would be re-sized (shrunken - based on camera distance). This is generally the behavior you would want: to compress distant UV ...
  Topic: UV size based on camera distance
b514c4fa

Replies: 25
Views: 30070

PostForum: Questions and Answers   Posted: Mon Mar 14, 2011 7:21 am   Subject: UV size based on camera distance
Phil,

The map resolution setting I am wondering about is the Map Rez under the Optimize tab. Mine seems stuck at 4k, and I can't seem to figure out how to change it. I have a bleed setting of 4, ...
  Topic: UV size based on camera distance
b514c4fa

Replies: 25
Views: 30070

PostForum: Questions and Answers   Posted: Thu Mar 10, 2011 10:57 am   Subject: UV size based on camera distance
Zero definitely works. I noticed that it compressed all of the linear black zones described in my previous post to nothing. Initially it looked like I had fewer shells! But when I selected those po ...
  Topic: UV size based on camera distance
b514c4fa

Replies: 25
Views: 30070

PostForum: Questions and Answers   Posted: Wed Mar 09, 2011 4:13 pm   Subject: UV size based on camera distance
I just tested changing the weight factors (the ones with defaults 0.5 and 2 in Headus) with the lower factor set to zero. That results in zero map space for things on the weight map that are black. ...
  Topic: UV size based on camera distance
b514c4fa

Replies: 25
Views: 30070

PostForum: Questions and Answers   Posted: Wed Mar 09, 2011 1:04 pm   Subject: UV size based on camera distance
Okay, Phil, sorry about the delay, but I got busy. What I did was actually make the proverbial road scene we have been talking about, originally using a Modo tiling texture (Modo 501 very convenientl ...
  Topic: UV size based on camera distance
b514c4fa

Replies: 25
Views: 30070

PostForum: Questions and Answers   Posted: Thu Mar 03, 2011 2:51 pm   Subject: More Ideas
Phil,

This is going to be so great, I can't wait to get my updated support thingy, so I can download. In the meantime, I have some more ideas.

Right now the process is manual, which I like, but ...
  Topic: UV size based on camera distance
b514c4fa

Replies: 25
Views: 30070

PostForum: Questions and Answers   Posted: Thu Mar 03, 2011 7:52 am   Subject: woW Thats fast!
It turns out my support lapsed about a month ago, and I just figured that out. I started renewing the support today, but that renewal apparently takes about 24 hours, so it looks like I will be able ...
  Topic: UV size based on camera distance
b514c4fa

Replies: 25
Views: 30070

PostForum: Questions and Answers   Posted: Wed Mar 02, 2011 8:11 pm   Subject: UVs Based on Camera Distance
Wow, that is awesome Phil. I was really being a little tongue in cheek, not expecting that you would get to it so quickly, so that is really great. I definitely have a use for it as soon as you are ...
  Topic: UV size based on camera distance
b514c4fa

Replies: 25
Views: 30070

PostForum: Questions and Answers   Posted: Wed Mar 02, 2011 7:07 am   Subject: UVs Based on Camera Distance
Sounds great. I actually like the idea of being able to control it with a map. You could for example select polys visible to camera, inverse the selection and make those black on the map, etc. So i ...
  Topic: UV size based on camera distance
b514c4fa

Replies: 25
Views: 30070

PostForum: Questions and Answers   Posted: Wed Mar 02, 2011 1:39 am   Subject: Scaling flattened shells is probably best
Yeah, that is the concept. You could scale already flattened shells as long as the shells are not extending across a wide amount of camera distance. But if the shells are for some reason extending f ...
  Topic: UV size based on camera distance
b514c4fa

Replies: 25
Views: 30070

PostForum: Questions and Answers   Posted: Tue Mar 01, 2011 2:00 pm   Subject: UV size based on camera distance
Is it possible to somehow use a camera distance pass or bake out to affect the size/weight of UVs being mapped? I have a scene with a lot of large textures, and would like to preserve the detail near ...
 
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