Texturing Submenu

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Texturing Submenu

Open Texture Panel . Opens the texture control panel , so you can apply an existing texture to a mesh, or calculate a new one.

Texture Mesh from Shot. Applies the current shot to the edit or selected mesh, using its existing UV texture coordinates. Used to apply animated textures to a mesh, from a sequence or movie opened with Shot/Add Shot. Note: you won’t be able to see the full effect if the mesh is the current Edit Mesh; use Clear Edit Mesh if needed.

Texture from Shot with Alpha. Applies the current shot to the edit or selected mesh, using its existing UV texture coordinates. Used to apply animated textures to a mesh, from a sequence or movie opened with Shot/Add Shot. With this option,

the images' alpha channel is used during texturing. (Be sure to have Keep Alpha turned on in the shot's Edit Shot panel.)

Texture from Shot Greenscreen. Applies the current shot to the edit or selected mesh, using its existing UV texture coordinates. Used to apply animated textures to a mesh, from a sequence or movie opened with Shot/Add Shot. With this option, Green Screen processing is applied to the texture to create an alpha channel.

Green Screen processing is set up from the button on the Summary panel.

Frozen Front Projection. The current frame is frozen to form a texture map for every other frame in the shot. The object disappears in this frame; in other frames you can see geometric distortion as the mesh (with this image applied) is viewed from other directions. Note: you won’t be able to see the full effect if the mesh is the current Edit Mesh; use Clear Edit Mesh if needed.

Rolling Front Projection. The edit mesh will have the shot applied to it as a texture, but the image applied will always be the current one. Note: you won’t be able to see the full effect if the mesh is the current Edit Mesh; use Clear Edit Mesh if needed.

Remove Front Projection. Texture-mapping front projection is removed from the edit mesh.

Assign Texture Coordinates. Assigns UV texture coordinates using camera mapping, then crops them to use the entire range.

Crop Texture Coords. Adjust the UV coordinates of the edit mesh so that they use the entire 0..1 range. Use this after a camera map or heavy edit of a mesh, to utilize more of the possible texture map's pixels.

Clear Texture Coords. Any UV texture coordinates are cleared from the edit mesh, whether they are due to front projection or importing.

Create Smooth Normals. Creates a normal vector at each vertex of the edit mesh, averaging over the attached facets. The smooth normals are used to provide a smooth perspective display of the mesh.

Clear Normals. The per-vertex normals are cleared, so face normals will be used subsequently.


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