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allankiipli
04-11-2004, 01:29 PM
Hello everybody!

A while ago i strarted a thread in LW Feature request forum
about UV-s and Projections.

Now im glad to announce that the workflow can be implemented
in Lightwave. The solution is to use Weight map as the gradient
alpha input parameter.

I modifyed the normalbaker LScript so that it creates three normal
maps.

Everyone is invited to download.
Caution: it might not work for every object, but should work
with a clean geometry though.

allankiipli
04-11-2004, 01:31 PM
here the script and surface

allankiipli
04-11-2004, 01:34 PM
And i love Lightwave!:) :) :)

allankiipli
04-23-2004, 01:07 PM
A newer version of this script;
Before it used to give an error in certain situations,
fixed it around line 37, 38
also added a _ prefix for map names.

This error fix is a surprisingly effective way to ignore errors:
looks like this: pointNorm += workVal || pointNorm;

Where the 'OR' is performed.

Before this it said : Illegal arithmetic operation on line 37.
I couldnt figure out what could cause this error, so it simply
ignores it.

fortress
04-30-2004, 02:29 PM
might be a stipd question but what exactly is this plugin for

riki
04-30-2004, 09:00 PM
Can you post a quick tut to show how it works and what it does.

Many thankx

r

allankiipli
05-01-2004, 04:05 AM
This is a script for doing Image mapping onto objects without UV-s
The idea is to create alpha map that fades away with polygon turning away.

allankiipli
05-01-2004, 04:22 AM
1. Create your object
2. Use modeler to take snapshots: front, back, right, left, top, bottom, Save them as .PSD images and crop them to the size of the bounding box of your object.
Save them to the directory ...Images/map and name accrodingly.
3. run normalweights script and save your object.
4. load object to Layout and navigate Surface of it. Load the
True_Cubic_Weight.srf to replace assigned surface for your object.
5. Use Automatic sizing button on Image layers to match them your object.
6. Render your object, deform your object with bones, render again.
7. Paint the 6 Images.

Here the script to create boundingbox:

main
{
selmode(USER);

bbValue=boundingbox();

makebox(bbValue[1],bbValue[2]);

}