Autodesk 663B1-05A111-1001 User Guide - Page 287

Surface Fitting Options, Fit To Selection, Surface Offset, UV Set, Generate Shaders

Page 287 highlights

12 | Basics Menus Reference > Modify > Convert > Texture to Geometry Surface Fitting Options These options specify how the resulting surface mesh is constrained to fit onto a selected surface in the scene. Fit To Selection Specifies that the resulting mesh will be constrained to fit the polygonal mesh currently selected in the scene. As a result, the converted mesh is modified to fit over top of the selected mesh using the Surface Offset specified and the existing UV texture coordinates for the selected mesh, unless an alternate UV Set is specified. When Fit to Selection is off, the resulting surface mesh is positioned at 0, 0, 0 in the scene view along the X,Y plane. Surface Offset Specifies how far the converted mesh will be offset away from the selected surface in centimeters. The range is between 0 and 1, with a default setting of 0.01 cm. The resulting surface mesh is offset perpendicular (normal) to the selected mesh. Offsetting the resulting mesh makes it appear as if it were actually mapped onto the surface when rendered. UV Set Lets you specify an alternate set of UV texture coordinates when the resulting mesh is fit to a selected polygonal mesh. The UVs must be non-overlapping and should be within the 0 to 1 texture mapping range as they appear in the UV Texture Editor. The name of the UV set you specify must explicitly match the name of the UV set as it appears in the UV Texture Editor. Note It's possible to fit the resulting mesh to a different mesh after the initial creation. To do this you must connect the output mesh attribute from the mesh shape node to the inputMesh on the converter node. For example: connectAttr -f pSphereShape1.outMesh Converter.inputMesh Where pSphereShape1 is the name of the mesh you want to fit on, and Converter.inputMesh is the name of resulting mesh, with n being the name of the original input image. Surface Output Options These option specify how shading materials are produced for the resulting surface mesh. Generate Shaders Specifies that shading materials get assigned to the resulting mesh based on the various Segment options. The number of shading materials that get produced directly correlates to the maximum number of segments produced in the segmentation phase (maximum = 100). Basics 287

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12 | Basics Menus
Reference > Modify > Convert > Texture to Geometry
Basics
287
Surface Fitting Options
These options specify how the resulting surface mesh is constrained to fit onto a
selected surface in the scene.
Fit To Selection
Specifies that the resulting mesh will be constrained to fit the polygonal
mesh currently selected in the scene. As a result, the converted mesh is
modified to fit over top of the selected mesh using the Surface Offset
specified and the existing UV texture coordinates for the selected mesh,
unless an alternate UV Set is specified. When Fit to Selection is off, the
resulting surface mesh is positioned at 0, 0, 0 in the scene view along the
X,Y plane.
Surface Offset
Specifies how far the converted mesh will be offset away from the selected
surface in centimeters. The range is between 0 and 1, with a default setting
of 0.01 cm. The resulting surface mesh is offset perpendicular (normal) to
the selected mesh. Offsetting the resulting mesh makes it appear as if it
were actually mapped onto the surface when rendered.
UV Set
Lets you specify an alternate set of UV texture coordinates when the resulting
mesh is fit to a selected polygonal mesh. The UVs must be non-overlapping
and should be within the 0 to 1 texture mapping range as they appear in the
UV Texture Editor. The name of the UV set you specify must explicitly match
the name of the UV set as it appears in the UV Texture Editor.
Surface Output Options
These option specify how shading materials are produced for the resulting
surface mesh.
Generate Shaders
Specifies that shading materials get assigned to the resulting mesh based on
the various Segment options. The number of shading materials that get
produced directly correlates to the maximum number of segments produced
in the segmentation phase (maximum = 100).
Note
It’s possible to fit the resulting mesh to a different mesh after the
initial creation. To do this you must connect the output mesh
attribute from the mesh shape node to the inputMesh on the
converter node. For example:
connectAttr -f pSphereShape1.outMesh
<n>Converter.inputMesh
Where
pSphereShape1
is the name of the mesh you want to fit on,
and <n>Converter.inputMesh is the name of resulting mesh, with
n
being the name of the original input image.