Texture Mapping
From K-3D
Overview
Two different workflows for texture-mapping:
- Create texture maps first (or capture images, or whatever), then generate UVs to match those textures.
- Generate UVs first, then paint textures to match those UVs.
- Special case: 3D painting
Could we do something completely different that would break this field wide open?
Requirements
- Textured painting in viewports.
- Need to clarify the relationship between painters and materials!
- Storage for multiple sets of UVs, including their own topological relationships, "pinned" UVs, etc.
- Are these part of the pipeline? Or something else?
- Algorithms for automatic layout of UVs.
- A separate panel type for manual editing of UVs.
- New tools for modifying UVs, or upgraded tools that can treat them as-if they're normal XYZ coords.
- Exporting UVs as bitmap reference images for painting textures.
Implementation
- Use face_varying_data with type "texture3"
Current progress
- Current prototype plugins (local for Anders Stenberg, not submitted yet)
- Modified texture_map/planar_map that generates coordinates (no real control over the mapping yet, just XY=>UV)
- ngui_uv_editor - panel for displaying and editing UVs "manually". Currently only displays with no interaction
- Updated renderman painter to properly supply facevarying data of type texture3
Initial test, with a textured grid
Links
- Artists' Overview
- Maya Example
- 3dsmax Example
- Wings3D Example
- http://www.cs.technion.ac.il/~ron/PAPERS/ieee_mds.ps.gz
- http://robotics.csie.ncku.edu.tw/Course/Course2002Fall/HCI2002Fall/Pub_HCI_2002\Bounded-distortion%20Piecewise%20Mesh%20Parameterization.pdf
- http://www.gvu.gatech.edu/gvu/people/faculty/greg.turk/my_papers/surfparam.pdf
- http://portal.acm.org/citation.cfm?id=1061354
- http://www.eg.org/EG/CGF/volume24/issue3/v24i3pp581-590.pdf.abstract.pdf