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manual/composite_nodes/types/distort/map_uv.rst
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| Map UV Node | |||||
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| .. figure:: /images/Manual-Compositing-Node-MapUV.jpg | |||||
| So, I think we all agree that the problem is...we just don't know what we want. | |||||
| The same is true for directors. Despite our best job texturing our models, in post production, | |||||
| inevitably the director changes their mind. "Man, I really wish he looked more ragged. | |||||
| Who did makeup, anyway?" comes the remark. | |||||
| While you can do quite a bit of coloring in post production, there are limits. Well, now this | |||||
| little node comes along and you have the power to **re-texture your objects** *after* **they | |||||
| have been rendered**. Yes, you read that right; it's not a typo and I'm not crazy. At least, | |||||
| not today. | |||||
| Using this node (and having saved the UV map in a multilayer OpenEXR format image sequence), | |||||
| you can apply new flat image textures to all objects | |||||
| (or individual objects if you used the very cool | |||||
| :doc:`ID Mask Node </composite_nodes/types/convertor#id_mask_node>` to enumerate your objects) in the scene. | |||||
| Thread the new UV Texture to the Image socket, | |||||
| and the UV Map from the rendered scene to the UV input socket. | |||||
| The resulting image is the input image texture distorted to match the UV coordinates. That | |||||
| image can then be overlay mixed with the original image to paint the texture on top of the | |||||
| original. | |||||
| Adjust alpha and the mix factor to control how much the new texture overlays the old. | |||||
| Of course, when painting the new texture, | |||||
| it helps to have the UV maps for the original objects in the scene, | |||||
| so keep those UV texture outlines around even after all shooting is done. | |||||
| Examples | |||||
| ======== | |||||
| .. figure:: /images/Manual-Compositing-Node-MapUV_ex.jpg | |||||
| :width: 300px | |||||
| Adding a Grid UV Textures for Motion Tracking | |||||
| In the example to the right, | |||||
| we have overlaid a grid pattern on top of the two Emo heads after they have been rendered. | |||||
| During rendering, we enabled the UV layer in the RenderLayer tab (Buttons window, | |||||
| Render Context, RenderLayer tab). Using a mix node, | |||||
| we mix that new UV Texture over the original face. | |||||
| We can use this grid texture to help in any motion tracking that we need to do. | |||||
| .. figure:: /images/Manual-Compositing-Node-MapUV_ex02.jpg | |||||
| :width: 300px | |||||
| Adding UV Textures in Post-Production | |||||
| In this example, we overlay a flag on top of a cubie-type thing, | |||||
| and we ensure that we Enable the Alpha pre-multiply button on the Mix node. | |||||
| The flag is used as additional UV Texture on top of the grid. Other examples include the | |||||
| possibility that we used an unauthorized product box during our initial animation, | |||||
| and we need to substitute in a different product sponsor after rendering. | |||||
| Of course, this node does NOT give directors the power to rush pre-production rendering under | |||||
| the guise of "we'll fix it later", so maybe you don't want to tell them about this node. | |||||
| Let's keep it to ourselves for now. | |||||