RE:MAP TUTORIALS
Part 5: Inverse UV (Note, there are no projects for this tutorial. The points illustrated, along with the manual, should be sufficient to get the ideas across of how to use the plugin.
Example 1:
Often times you would like to create a texture map from a rendered (or live-action) sequence, but one frame from the sequence is not enough to gather the entire texture. This may be in part due to parts of the object obscured at various times, or off frame. For example, here is a rendered image, with it's corresponding UV map at that time.
![]() Image from rendered sequence. |
![]() Corresponding UV Image. |
![]() Resulting texture. Note that most of the backside is missing and 1/2 of the face in the inversely projected texture map. |
![]() Image from rendered sequence at another point in time |
![]() Corresponding UV Image. |
![]() Resulting texture. Note other pieces of the texture map, when inversely projected, are missing.. |
By combining multiple frames (in this case we composited several at different points in time), we were able to reconstruct the texture map.
![]() Reconstructed inversely projected texture map by combining images at several points in time of the sequence. |
Example 2:
In this example we show how you can use the original rendering of a sequence as a guideline to place and make changes that can be carried out throughout the entire sequence.
Imagine we want to make a change to the following sequence by painting on the character's chest and rear of the legs.
Sequence:
UV sequence:
The chest is fully visible in the first frame, so using the rendering of the first frame as a guide, we place our paint strokes:
![]() Paint stroke made on first frame. |
![]() Inverse texture map. |
In order that we only apply the change to the rendererd sequence we turn off the original rendered sequence after we make the paint stroke and then inverse texture map just the paint stroke.
Then we turn off the rendered sequence that we used to place the paint strokes:
![]() |
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Paint stroke made on first frame. Color sequence used for reference is turned off. | Inverse texture map of just the paint strokes, using RE:Map Inverse UV. |
![]() PLUS Using RE:Map UV gives: |
We take the sequence made with RE:Map UV
And composite it over the original sequence: Gives us our final result: |
If you need to make multiple changes of parts of an object that are in view in different frames, then you'll need to make changes on the two views, inverse project them and then combine the inverse texture maps.
For example, if you want to place a cross on the chest and two marks on the back of the legs, then you'll need to make the cross as above. On the 4th frame you can make the change to the back of the legs.
![]() Strokes on back of legs, original sequence used for registration help. |
![]() Paint strokes by themselves. |
![]() Inversely projected texture, background image included. |
![]() Inversely projected texture map of just the paint strokes. |
We can combine the two inversely projected texture maps by compositing one over the other:
![]() Composite texture map made from two inversely projected textures at two different points in time. |
Texture above remapped for entire sequence, using the UV map sequence, the preceding texture, and RE:Map UV.![]() The sequence above is composited over the original sequence gives the final result: |