A UV pass converts UV values to R/G values and creates a rasterized version of UV space. Using a UV pass, you can replace
textures in 3D renderings as a post-process, without the need to track new textures in place.
To create a UV pass for your workflow, do as follows:
- Create a pass contribution map for the object(s) for which you want to retexture.
Select your object, and in your , select .
- Open the window; select as your renderer, and click the tab. Click the Create new render pass button and select from the window and click to create the UV pass.
- Click the Associate Selected Passes button to associate the UV pass with your scene, and then with your pass contribution map.
- In the UV pass , select . This option blacks out all other objects in your scene other than the object you are retexturing.
Ensure that is disabled.
NoteIn general, it is not advisable to perform filtering on a UV pass.
- Select . Selecting this option embeds values from the miLabel attribute on shape nodes directly to float values in the empty blue channel in the UV pass.
This option allows you to separate the object(s) in your compositing software in order to make further changes.
-
Create and add the miLabel attribute to the object's shape node. Click in the object's shape node. Then select .
- Enter miLabel as the and select as your .
NoteYou must use the name miLabel spelled exactly as stated.
You can now see the MI Label attribute under the section of the shape node.
- Enter your MI Label value. To group objects, give all objects an identical MI Label.
- Under the tab, click again and select from the window and click to create a coverage pass. The coverage pass provides the alpha for the object you want to retexture.
- Click to associate the coverage pass with your render layer and then with your pass contribution map.
- Render your pass using the .exr format. In the tab, select under .
NoteCurrently, only the OpenEXR file format is supported.
Note Under the tab, section, you must set your to 32-bit float or 16-bit half float to avoid your image being clamped.
In your compositing software, you can then do as follows:
- use your UV pass to displace a new image into your scene's texture co-ordinates to produce a re-textured image that can be
multiplied by your coverage pass and merged back into your original render
- use expressions or keying to extract the value of your blue channel and then use it to apply changes to your objects
Note
You may want to render textures and lighting as separate passes to facilitate re-lighting in compositing. You can do so by
multiplying the Diffuse Material Color pass by the Direct Irradiance pass after using the UV pass to retexture.
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