Author |
Message |
Topic: UV size based on camera distance |
b514c4fa
Replies: 25
Views: 30070
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Forum: 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
|
Forum: 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
|
Forum: 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
|
Forum: 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
|
Forum: 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
|
Forum: 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
|
Forum: 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
|
Forum: 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
|
Forum: 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
|
Forum: 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
|
Forum: 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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