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Animated Texture Map Extraction

Use the Texture map output mode to generated animated texture map sequences or movies. For this mode, there should be only a single non-ignored mesh, and it must have a UV map.

You can use the Push out spinner to expand the map slightly to avoid artifacts at the edge of the texture map.

Use the texture width and height controls to set the texture size.

WARNING : If you're generating a quick texture map preview movie to H.26x formats, you will need to preview the texture map at a standard video size, such as 1920x1080, as those codecs are picky about what they will compress. Given non-standard sizes, they may silently discard part of the image, or even duplicate it!

The source side camera should match the viewing camera, with a 1:1 timing mode and the same range of frames. Source splines will be effective if enabled, though viewing and garbage splines and removal meshes will not.

You can compensate for illumination, but you should think carefully about what you're doing downstream to decide if you want to do so or not. (Ie if you compensate for it, you'll need to have a matching animated light downstream.)

You cannot use animated texture movies or sequences directly as mesh textures in SynthEyes. While we could do so, it would perform poorly when scrubbing. The RAM caching engine is required for suitable performance.

To get that, open the texture map as an additional shot, with Shot/Add Shot. Then apply the shot as a texture to the mesh from the perspective view's right-click menu/Texturing/Texture Mesh from Shot. If the images have an alpha channel, be sure to turn on Keep Alpha on the Shot Setup panel, then use Texture from Shot with Alpha. (These modes are typically used projection screens. Use Remove Front Projection to remove any of these modes.)

To prevent any added cameras from interfering with any later solves, set their solver mode to Disabled.

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