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Look up table autodesk flame
Look up table autodesk flame

You can embed object IDs in the Blue channel when performing a UV render pass in Maya, allowing you to specify which objects are displaced within the UV map in Action.Since you can also output a UV Map from Flame, make sure that anti-aliasing is not selected in the Render Options section of the Output menu. It is a good idea to render UV passes without anti-aliasing to avoid warping on the edges of objects that the UV map is applied to.To avoid pixelation in your imported UV passes, make sure that the UV pass is rendered as a 16-bit floating point image from your 3D application.Here are a few things to keep in mind when working with UV maps: For each pixel of the UV map, the red or green value corresponds to a given pixel on the unwrapped texture, and it is this pixel that gets displaced at the position of the same pixel in the attached surface or geometry. The U information is coded in the Red channel, while the V information is coded in the Green channel of the UV map image. It is most effective when combined with a Normal map, which can be used to simulate the shading of the actual geometry even though everything is perfectly flat.Īpplying a UV map to surface or geometry, warps its texture according to the defined UV. It is a very effective way of faking 3D mappings, without having a single polygon. The UV map acts as a 2D distortion field, or a pixel look up table, recording where every pixel of an input image texture should be, had it been applied on a geometry filmed by the CG camera. A UV map is a pass which records the way the pixels of an image should be displaced within the image plane, so that the warped texture looks like the textured geometry from the point of view of the CG camera.

Look up table autodesk flame