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texture_transfer_maps_knald_1.3 [2017/01/04 00:58]
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texture_transfer_maps_knald_1.3 [2017/05/01 23:07]
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 ====== Texture Transfer Maps ====== ====== Texture Transfer Maps ======
-The Position ​maps within Knald are generated from high to low polygonal meshes via [[the_baker_knald_1.1|The Baker]] & contain RGB information which correlates to specific positions found on the High Poly mesh. When multiple ​channels are rendered they form a volumetric gradient; ​with each pixel within ​the map pointing ​to a unique area of the mesh (no two values (colors) within the position map contain duplicated positional data). They are viewable ​in the Position tab when selected.+The Texture Transfer ​maps within Knald are generated from high to low polygonal meshes via [[the_baker_knald_1.1|The Baker]] & allow the conversion & transfer of multiple ​textures ​with arbitrary UVs from one layout to another. This allows ​the user to be initially unconcerned with the finalization ​of UVs while baking or texturing as they have the ability to transfer their current UVs to a new layout ​in the future.
  
-  ​+Texture Transfer also has the ability to transfer between Tangent and Object space normals (and vice versa) when using the low poly mesh as a pseudo high poly source.
  
-[{{https://​s3.amazonaws.com/​docs.knaldtech.com/​docuwiki/​matid_knald_1.1.jpg?|Material ID((Art courtesy of Jordan Cain http://www.artofodd.com/))}}]+[{{https://​s3.amazonaws.com/​docs.knaldtech.com/​docuwiki/​texture_transfer_header.jpg?|Texture Transfer between arbitrary to finalized UVs.((Art courtesy of Charles Metze III http://www.the3dcharles.com/))}}]
  
-[{{https://​s3.amazonaws.com/​docs.knaldtech.com/​docuwiki/​position_baker_knald.png?​nolink|Position ​Settings}}]+[{{https://​s3.amazonaws.com/​docs.knaldtech.com/​docuwiki/​texture_transfer_knald.png?​nolink|Texture Transfer ​Settings}}]
  
-===== The Position ​Group'​s Settings =====+===== The Texture Transfer ​Group'​s Settings =====
  
 ---- ----
  
-**Invert:** Inverts the Position map. 
  
-**Normalization:** The toggle between Uniform ​Non-Uniform normalizationThis can be changed at any time without ​the need to re-bake+**Transfer Type:** A selection dropdown for choosing the type of map to transfer. 
 +  * **Color:** To be used where the source ​target textures contain color or grayscale data. 
 +  * **Normal Map:** To be used where the source & target textures are normal maps.
  
-  ​* **Uniform:** Applies uniform normalization to the resulting position map. +**Add Target:** Adds the selected transfer target ​to the stack for baking.
-  * **Non-Uniform:​** Applies non-uniform normalization ​to the resulting position map.+
  
-**Render Axis:** Allows the choice ​of which axes you wish to render position information for.+**Target Name:** Add a source texture here. The loading ​of multiple textures simultaneously is supported via Shift+Select and doing so will automatically create a new slot per texture. Clicking the - icon to the right will remove slots of previously loaded textures from the stack.
  
-  ​* **X:** Enables rendering of position information on the X axis (left/​right). This data is contained within the red channel of the resulting ​texture+**Minus Button:** Remove ​the selected ​texture ​from the file stack.
-  * **Y:** Enables rendering of position information on the Y axis (up/down). This data is contained within the green channel of the resulting texture. +
-  * **Z:** Enables rendering of position information on the Z axis (front/​back). This data is contained within the blue channel of the resulting texture.+
  
-**Axis Rotation:** Allows the independent axis rotation of rendered position information.+**Tilable:** A toggle for tilable textures. Checked is tilable, unchecked is non-tilable.
  
-  ​* **X:** Rotates the Position map on the X axis (red channel). +**In OS:** A toggle for Object Space normalsChecked is for when the source texture is Object Space, unchecked is Tangent Space.
-  * **Y:** Rotates the Position map on the Y axis (green channel). +
-  * **Z:** Rotates the Position map on the Z axis (blue channel). +
- +
-Any combination of axes can be rendered as per the users wishes.+
  
 +**Out OS:** A toggle for Object Space normals. Checked is for when the target texture is to be Object Space, unchecked is Tangent Space.
  
 [{{https://​s3.amazonaws.com/​docs.knaldtech.com/​docuwiki/​buck_head_vcols.jpg?​nolink&​512|Vertex Colors((Art courtesy of Dan Roarty http://​www.danroarty.com/​))}}] [{{https://​s3.amazonaws.com/​docs.knaldtech.com/​docuwiki/​buck_head_vcols.jpg?​nolink&​512|Vertex Colors((Art courtesy of Dan Roarty http://​www.danroarty.com/​))}}]