This dialog provides a set of tools for creating bitmaps based on an object’s UVW mapping. The bitmaps display certain surface properties of the object. There’s also a Bitmap Select function for selecting sub-objects based on mapping attributes.
Also, the object must have a map channel (typically 1) corresponding to the current Map Channel setting on the Render Surface Map dialog. If the object has no map channel, an error message informs you of this fact. To provide a map channel, apply an Unwrap UVW or UVW Map modifier and then convert the object to an editable poly.
Example: To use Render Surface Map:
This procedure describes how to create a surface map and then use it in a material.
This opens the Render Surface Map dialog.
Also, for best results, make sure mapping clusters do not overlap. For example, in the Unwrap UVW modifier, use the Flatten Mapping tool.
For example, to generate a texture that makes the object look dirty in concave areas, use Cavity Map.
After a brief pause, the generated texture opens in a separate window. The texture type (such as Cavity Map) appears in the window’s title bar.
This value has no effect in SelectionToBitmap.
This image can be used as a cavity or "dirt" map, or as a base for further texture painting.
A Cavity map created from a character head
A Density map created from a character head
A Dust map created from a character head
The resulting map does not necessarily represent accurately how light would pass through the surface but can be useful for simulating this.
SubSurface maps created from a poly mesh, showing different Blur values
The upper two images use flat shading so that only the texture is visible.
In the preceding illustration, the top rendering has Blur set to 4, while the center one has Blur set to 40. The bottom rendering shows the poly object without a texture map.
White areas in the output image indicate selected sub-objects at that location. At the vertex level each vertex gets a white dot. At the edge level each edge gets a dot in the middle of the edge. At the polygon level each polygon is filled with white color.
You can use a bitmap generated with SelectionToBitmap for selecting sub-objects with the Bitmap Select tool (see following).
SelectionToBitmap used at the Vertex level
This tool creates a texture map from an input texture and wraps it around the selected object in a way that creates no texture seams and with a uniform texture scale across the surface. It projects the input texture from all directions and blends the result based on surface normal. A good use for this tool is to provide a base texture for a model. For example, you can create a basic skin texture and wrap that around the whole character model in a seamless way. Another use is for complex shapes such as a tree and all its branches.
To use Texture Wrap, first click Pick Texture to specify a texture file, then select the object to wrap and click Texture Wrap.
The input texture (left) and the resulting wrapped texture applied to a model (right)
Opens a file dialog for specifying an image file to wrap as the texture.
The number of times the texture will be repeated across the object, both horizontally and vertically.
With an editable poly object selected, click to wrap the texture.
Opens the Bitmap Select dialog, which lets you select parts of the model based on a bitmap image.