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uv_tiling [2021/03/30 09:21] – created croft | uv_tiling [2023/04/03 17:33] (current) – steph.jorgensen | ||
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- | ==== Using The "UV Area" mask tool from the materials bar ==== | + | ======UV tiling / patching====== |
+ | UV Tiling options allow you some extra control over the final texture coordinates on a [[branch_generator|Branch generator]]. Unless you are careful with the UV Mapping properties, the texture coordinatess on a branch will wrap. That is, they will go outside a 0-1 space in U, V, or both. The [[branch_generator# | ||
- | This is a feature used to select an area from a preconfigured atlas. | ||
+ | =====Tiling options===== | ||
+ | |||
+ | The [[branch_generator# | ||
+ | |||
+ | When changed from " | ||
+ | |||
+ | {{uvseamtiling.png? | ||
+ | |||
+ | > **Note:** Automatic 0-1 patches may not be worth the additional expense on very low poly game trees. | ||
+ | |||
+ | ====Improving texture atlases==== | ||
+ | |||
+ | There are some instances where just chopping up the geometry into 0-1 patches is beneficial, without any of the additional [[# | ||
+ | |||
+ | But, one interesting effect 0-1 patches has is on texture atlassing for game trees. If your tree has many U tiles, U offsets, or twists, you may end up with a large part of your texture atlas as branches, even with " | ||
+ | |||
+ | {{tilingatlas.png? | ||
+ | |||
+ | |||
+ | =====Patching===== | ||
+ | |||
+ | Once the branch geometry has been separated into patches, there is really no need for the restriction of just one material on it. Each patch could have a different material applied. This could be an actual material or even just a part of a material. Picking/ | ||
+ | |||
+ | Patching has additional controls revealed when the "UV Mapping: | ||
+ | |||
+ | {{patchingoptions.png? | ||
+ | |||
+ | ====Materials==== | ||
+ | |||
+ | "UV Mapping: | ||
+ | |||
+ | "Use all assigned materials", | ||
+ | |||
+ | Changing the patch placement from " | ||
+ | |||
+ | Finally, when in [[kcnodes|node mode]], a material can be drag-and-dropped onto a specific patch. This is useful for a knothole, damage, or other such one-off material. | ||
+ | |||
+ | {{materialsonpatches.png? | ||
+ | <WRAP leftalign> | ||
+ | //From left to right: 1) Single material chosen for all patches | ||
+ | </ | ||
+ | |||
+ | ====UV areas==== | ||
+ | |||
+ | When you have an atlas with textures already in it, you need a way to specify a piece to be cut out to use. Branches are particularly troublesome for this because they usually have more than one tile in both U and V directions since branches are long and skinny. [[tooluv_editor|UV Areas]] are used for this for branches similarly how [[toolcutout_editor|mesh cutouts]] are used for leaves. You can cut out a piece of an atlas to use in each patch, since you no longer need to worry about wrapping texture coordinates. | ||
+ | |||
+ | When a material has UV Areas set up on it in the [[toolmaterialsassetsbar|Material Bar]], these will show up in the corresponding setting in the Patch Options dialog in each [[branch_generator# | ||
+ | |||
+ | {{uvareasapplied.png? | ||
+ | <WRAP leftalign> | ||
+ | //From left to right: 1) "Whole map" used on every patch 2) UV Areas used but still applied randomly | ||
+ | </ | ||
- | ==== Using a Uv area for " | ||
- | Patch stacking is a way to use multiple barks all stacked along one branch. Studios using this method are focusing on unique differences in the tree. The UV area used to stack will have a seam in the transition and is recommended for background trees. |