Is there a way to transform a color map from one uv map space to another?
For instance, if I have a color map applied to an object the way I like it, but I want to create a new uv map for the object and transform the color map to fit the new uv map the same way, how would I go about it? I would like to be able to bake out a image sequence of these color maps from one uv space to another. Would I do this in cops?
Thanks in advance!
transform color map from one uv map to another
5083 4 1- ultraharmonizer
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- grayOlorin
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- ultraharmonizer
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Thanks G! That works great!
I got stuck for a sec because the mantra rop doesn't seem to work unless there is a camera in the scene (even if it isn't being used). Also, it appears to only work with uv maps assigned to vertices (which I'm sure theres a computational reason for).
Out of curiosity, do you happen to know if there is a way to do this in cops and/or vops as well?
Thanks again!
I got stuck for a sec because the mantra rop doesn't seem to work unless there is a camera in the scene (even if it isn't being used). Also, it appears to only work with uv maps assigned to vertices (which I'm sure theres a computational reason for).
Out of curiosity, do you happen to know if there is a way to do this in cops and/or vops as well?
Thanks again!
- grayOlorin
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Hey, yeah good catch about the camera I forgot to mention that Mantra does require you to specify a camera regardless
I actually did not realize that the attribute had to be vertex base, but I guess is fine since promoting down to vertices (or demoting?) should not change your visual results.
Another way I have done this before (In SOPs) is by:
- Use a vertexSplit to split your geometry based on where UV shells are 9set UV as your parameter)
- Use a point SOP to convert your geometry from 3D to UV space (set your position to be $MAPU, $MAPV, $MAPW
-Set a camera to aim at the UV geometry (set it to be ortographic, and use expressions to get it to always frame your UV mesh)
-Render with either OpenGL ROP or Mantra ROP
I am not sure if you can do it with COPs as they mainly deal with compositing operations (i.e. pixels). There is the geometry COP but I do not thing it will import a shaded mesh. However, you can feed the output of your mantra or OpenGL ROPs into either a Render COP or a File COP
You could also do what I mentioned above with VOPs by swizzling your UV attribute with your position, but the setup using SOPs is quite simple
I actually did not realize that the attribute had to be vertex base, but I guess is fine since promoting down to vertices (or demoting?) should not change your visual results.
Another way I have done this before (In SOPs) is by:
- Use a vertexSplit to split your geometry based on where UV shells are 9set UV as your parameter)
- Use a point SOP to convert your geometry from 3D to UV space (set your position to be $MAPU, $MAPV, $MAPW
-Set a camera to aim at the UV geometry (set it to be ortographic, and use expressions to get it to always frame your UV mesh)
-Render with either OpenGL ROP or Mantra ROP
I am not sure if you can do it with COPs as they mainly deal with compositing operations (i.e. pixels). There is the geometry COP but I do not thing it will import a shaded mesh. However, you can feed the output of your mantra or OpenGL ROPs into either a Render COP or a File COP
You could also do what I mentioned above with VOPs by swizzling your UV attribute with your position, but the setup using SOPs is quite simple
-G
- ultraharmonizer
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