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Weighting Control

The pixel averaging or best-pixel determination utilizes a weighting factor based on the tilt angle of the triangle relative to the camera and the distance from the camera to the triangle (center). These controls should not have to be adjusted (except maybe to play) and are preferences instead of on the texture control panel itself. We describe them here for your understanding.

The tilt angle weight is 1.0 when the camera is looking head-on to the triangle. It drops off rapidly as the tilt angle increases, based on the texture fallof parameter in the Meshes section of the preferences. A larger value emphasizes head-on triangles, a zero value makes all triangles equal. Literally, the value is exp(-falloff*sin^2(angle)) — you can plot it in Excel on a rainy day.

The distance component is simpler: the camera world size value divided by the Z distance to the triangle center. So a triangle twice as far has half the weight, and vice versa.

Tech note: Since doubling all the weights or halving all the weights makes no difference, the world size value just keeps the numbers well normalized, without affecting the results.

The tilt and distance components are multiplied to form the final weight.

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