Modifies a texture image by comparing two UV sets on a single polygonal mesh and produces a new bitmap image. To use this feature you must specify a source image, as well as a source and destination UV set for the model from which the UVs will be referenced for the image manipulation. Warp Image produces a new target image as the result.
These are the descriptions for the options in the Warp Image Options window.
Background mode determines how colors are interpolated at the texture edges. When warping an image, occasionally some of the pixels along texture edges are missed. As a result, areas of the polygon mesh may not be properly covered as the background color shows through. The Background mode and Background color options helps manage this situation by allowing you to specify a color to apply to the background. You can specify a fixed color that contrasts with the original source image so you can easily determine the locations of the pixel gaps or attempt to hide the gap using a color that is determined from the texture map.
When Overwrite Existing File is turned on (default), the target image overwrites a file of the same name if it exists in that location. When Overwrite Existing File is turned off and a file exists of the same name as specified in the New Image Name option, the Warp Image operation will quit without producing an image.
When Bilinear Filtering is turned on (default), the target image is anti-aliased by averaging the colors of adjacent pixels. When Bilinear Filtering is used the resulting new image may be softer with less contrast as a result of the anti-aliasing that occurs. When Bilinear Filtering is off, a point sampling method for anti-aliasing is used that produces a sharper image with more contrast. Additional post-processing of the image may be necessary.
When the Tiled option is turned on (default) the source image is repeated in U and V directions. For example, the UVs that extend beyond the UV range wrap to the other side. When Tiled is turned off, pixels that reside outside of the 0 to 1 UV range are ignored by the Warp Image feature.
Tiling a warped image has implications if the wrapped UVs overlap with other UVs as a result. The Warp Image feature will have trouble determining where the pixel should be assigned in the areas of overlap and unpredictable results will occur in the final image. For that reason, UVs should be laid out so they do not tile. If they must tile, they should tile without overlapping.