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Home: Autodesk Maya Online Help
Delete UVs
Editing UVs
Use the UV Texture Editor grid
Update a texture image after UV modification
Warp
Image 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.
You choose Warp Image by
selecting
Edit UVs > Warp Image from
within the Polygons menu set or from the Polygons menu
in the UV Texture Editor.
Warp Image is useful
in the following situations:
- When
you don’t want to manually regenerate an image for an existing texture
map when the UVs for the texture have been changed. Warp Image will
calculate where the pixels should be relocated and update the texture
for you. This is helpful when the UVs on a polygonal mesh have been
refined in some way. For example, if it were necessary to cut, merge, or
optimize the UVs for some reason, the way an associated texture
map was displayed on the polygon object would be affected as a result.
- Creating
more texture space for key areas in a texture map. For example, when
texture mapping a face, the UVs surrounding the eyes and mouth can
be scaled larger so there are more pixels assigned to these areas
in the final texture map. If you scaled the UVs within the UV
Texture Editor to optimize the texture space, you can
warp the associated image to account for the modified UVs.
NoteWarp Image may
not produce as high quality an image as you expect. It may be necessary
to perform additional post processing work on the image.
Warp Image requires two UV
sets in order to produce a new image (in addition to the original
image). Unless you have previously created a UV set for the polygonal
mesh it is highly recommended that prior to doing any UV editing
within the UV Texture Editor, you explicitly
save a copy of the original UVs for the textured polygonal mesh
as a UV set by selecting Polygons > Copy UVs
to UV Set > Copy into New UV Set. In that way you’ll
have the original UV set to revert back to should you require it.
Prior to warping an image, two UV sets must
exist for the polygonal mesh: the existing UV set from which the
original texture is assigned, and a second UV set that will be referenced
for modifying or warping the image. The two UV sets will be referenced
as the Source and Destination
UV sets.
To
warp an image based on updated UVs
- Do
one of the following:
- From
the Polygons menu set, select
Edit UVs > Warp Image > .
- In
the UV Texture Editor, select Polygons
> Warp Image > .
The Warp Image Options window
appears.
- Type
the file name for the source image you want to warp
in the Source Image Name field or
browse to the location and select the file name.
- Type
the file name for the new image you want created by Warp
Image in the New Image Name field
or browse to select a location and image name.
- Type
the names of the Source and Destination
UV sets that you want the Warp Image feature
to reference. If you forget the names of the UV sets, they can be
viewed in the UV Texture Editor by selecting
the UV Sets menu and viewing the
UV set names in the drop-down list.
- Set
any remaining options that you want and then click Warp
Image.
- Warp
Image calculates the new pixel positions for the new
image and outputs the image to the location you specified.
To view the new texture on your surface mesh
you must edit the currently assigned shader to use the new image.
Ensure that you have the correct UV set applied to the mesh so you
see the results you expect.