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I'm looking for a tool that would convert Vertex Color Map to UV mapped
texture.
I have a soft that generates either pov or vrml files in which objects that
count several hundreds thousand faces have their colors described
respectively with colored smooth triangles (in pov files) or colored
vertices (in vrml files). I would like to use the objects generated by this
software in moray.
The most convenient way that I was able to come with would consist to
convert the vrml object in a mesh for its import in moray. This part works
fine for the geometry but during this process the color information is
lost. Is there any mean to make a UV-map from the pov or vrml colored
objects in order to put it back on the geometry imported in moray?
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Herve <her### [at] hotmailcom> wrote:
> I'm looking for a tool that would convert Vertex Color Map to UV mapped
> texture.
I didn't understand what would you be using the uv information for.
UV coordinates are texture coordinates. What would be your texture
where these coordinates are pointing at?
--
- Warp
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hm...maybe my problem is meaningless or not very well explained since i'm a
real newbie!
The main problem here is that the color information of a vrml object is lost
during import in moray. The only way that i was thinking of to rescue the
colors in moray was 1st) to generate a UV map with the vertex color map of
the vrml object and 2nd) to use the generated UV map in moray to restore
the color of the imported vrml geometry.
To this end, we could imagine a tool that would generate a UV map by
projection of the color vertices or something like that...
Is there a basic notion that i don't get here??
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Herve <her### [at] hotmailcom> wrote:
> 1st) to generate a UV map with the vertex color map of
> the vrml object and 2nd) to use the generated UV map in moray to restore
> the color of the imported vrml geometry.
I don't really understand what you are trying to say.
UV-coordinates are just that, coordinates (more specifically,
2D coordinates). There's nothing else to them. Basically they have
nothing to do with colors.
UV coordinates can be used to map a texture onto the mesh. IOW the
UV coordinates say how the texture should be "stretched" (if we can
use that kind of description) and put onto the surface of the mesh.
One could think of a UV coordinate (eg. <0.1, 0.2>) as saying
"transform the texture so that the point at <0.1, 0.2> in the texture
ends up at this point in space (ie. the location of the vertex)".
This is a bit different from specifying a per-vertex texture (which
can be just a single color).
With UV coordinates one texture is applied to the mesh (and transformed
so that the texture coordinates coincide with the vertex coordinates).
With per-vertex textures several (non-transformed) textures are used and
interpolation is done from one texture to another.
--
- Warp
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From: Vincent LE CHEVALIER
Subject: Re: Vertex Color Map to UV mapped texture
Date: 18 Dec 2005 05:53:58
Message: <43a53fc6@news.povray.org>
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Warp wrote:
> Herve <her### [at] hotmailcom> wrote:
>
>>1st) to generate a UV map with the vertex color map of
>>the vrml object and 2nd) to use the generated UV map in moray to restore
>>the color of the imported vrml geometry.
>
>
> I don't really understand what you are trying to say.
>
> UV-coordinates are just that, coordinates (more specifically,
> 2D coordinates). There's nothing else to them. Basically they have
> nothing to do with colors.
>
> UV coordinates can be used to map a texture onto the mesh. IOW the
> UV coordinates say how the texture should be "stretched" (if we can
> use that kind of description) and put onto the surface of the mesh.
> One could think of a UV coordinate (eg. <0.1, 0.2>) as saying
> "transform the texture so that the point at <0.1, 0.2> in the texture
> ends up at this point in space (ie. the location of the vertex)".
>
> This is a bit different from specifying a per-vertex texture (which
> can be just a single color).
>
> With UV coordinates one texture is applied to the mesh (and transformed
> so that the texture coordinates coincide with the vertex coordinates).
> With per-vertex textures several (non-transformed) textures are used and
> interpolation is done from one texture to another.
>
I think that Herve is looking for something that would take the geometry
and vertex colors as input, and output a UV-map (that is, an image
containing color information, interpolated as needed) and the associated
UV-coordinates for each vertex, in order to approximate per-vertex
textures with a UV-map.
That said, I don't know of any such program...
--
Vincent
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Absolutly Vincent!
You are right and I'm still stuck with my problem!
How to restore the colors of a vrml object imported in moray?
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