Pinning Sample Points
You can pin sample points to lock them in place. Pinned points do not get moved as you work and apply operators in the texture
editor. Pinned points are highlighted with a cyan border.
For more information, see Pinning Sample Points.
Relaxing and Regularizing Sample Points
The Relax and Regularize operators can be used to adjust the sample point coordinates.
- Relax tries to spread out the sample positions resulting in a more even point density. This provides a larger area in the
texture image for the detailed sections of an object.
- Regularize tries to match the proportions of the polygons in the texture editor to their corresponding proportions on the
Both operations are usually performed on islands, although you can use any selection you want. Island borders are not affected.
For more information, see Relaxing and Regularizing Sample Points.
There are a number of improvements to unfolding:
You can now select an existing texture projection if you want to add the Unfold operator to it instead of creating a new
projection. Any existing texture seams will be automatically added as cut lines for the unfold operation. This lets you start
with an existing projection then add cut lines and re-unfold, or simply use the packing options to arrange the islands.
Any new seams that you create by tearing polygons in the texture editor are automatically added as cut lines.
Other changes that you make in the texture editor are also preserved when updating the unfold.
The options have been removed from the Unfold property editor. Use the new Relax and Regularize operators instead.
For more information, see Unfold Projection.
Vector Displacement Maps
While a regular displacement map specifies the amount of displacement as single height values, a vector displacement map
or VDM specifies displacement as vectors with XYZ components. This means that they can control not just the amount of displacement
but also the direction. This makes it possible to create overhangs and more complex shapes.
A vector displacement map applied to a grid to create an ear
Vector displacement maps are typically created using sculpting software such as Autodesk Mudbox™ or other programs. When you
import an FBX file with a VDM, either manually or using the commands, the Vector Displacement Map shader gets applied in the render tree.
For more information about using Softimage and Mudbox, see Interoperability with Mudbox.
Using ICE Attributes as Texture Projections
Using ICE, you can create an attribute that can be used as a texture projection. In fact, any 3D vector per point or per
polynode can be used as a texture projection. All you need to so is calculate the UVW values you want to use per point of
per polynode and set a custom attribute. You can then specify that attribute in a texture shader or in the render tree.