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pg_fractional [2021/03/03 15:11] – created sechrest | pg_fractional [2023/04/03 18:16] (current) – steph.jorgensen | ||
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- | ====== Automatic | + | ====== Automatic |
When using the Mesh Converter to capture bark maps from trunk scans the resulting maps often appear too dense when mapped to branches. | When using the Mesh Converter to capture bark maps from trunk scans the resulting maps often appear too dense when mapped to branches. | ||
- | Consider the following | + | Consider the following |
- | <add pic> | + | {{frac_u_normal.jpg? |
The left side of the image shows a trunk mapped with the bark generated by the Mesh Converter. The same map is then applied, tiling once in U, to each of the next two branch layers. | The left side of the image shows a trunk mapped with the bark generated by the Mesh Converter. The same map is then applied, tiling once in U, to each of the next two branch layers. | ||
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However, if you do not expect the camera or player to closely inspect the branches, there is a shortcut to evening out the texel density. | However, if you do not expect the camera or player to closely inspect the branches, there is a shortcut to evening out the texel density. | ||
- | <fracu prop> | + | {{fractional_u_properties.jpg? |
- | + | ||
The following image shows the same model with automatic fractional u coordinates on the two branch levels: | The following image shows the same model with automatic fractional u coordinates on the two branch levels: | ||
- | <pic> | + | {{frac_u_auto.jpg? |
Notice that the bark pattern remains consistent across the model and that the texture density is much more even. This method often results in better renderings without any extra maps and is especially good for mid-range VFX shots. | Notice that the bark pattern remains consistent across the model and that the texture density is much more even. This method often results in better renderings without any extra maps and is especially good for mid-range VFX shots. | ||
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> **Note**: Using this technique means that the map no longer tiles perfectly and there will be a texture seam running along the branch. | > **Note**: Using this technique means that the map no longer tiles perfectly and there will be a texture seam running along the branch. | ||
- | ===== Best Practices | + | ===== Best practices |
The following list contains a few tips for using automatic fractional u mapping. | The following list contains a few tips for using automatic fractional u mapping. | ||
- | * Unordered List ItemUse | + | * Use it to preview the model before making detailed, less dense branch maps. |
- | * Unordered List ItemThe | + | * The seam location is consistent. |
- | * Unordered List ItemMake | + | * Make sure the seams are on the top part of the branches for games where the player might only see the branches from below. |
- | * Unordered List ItemNoisier | + | * Noisier |
- | * Unordered List ItemBe | + | * Be prepared to capture new bark maps when close inspection is unavoidable. |