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.