How to bake texture to other uv in Copernicus
2753 2 2-
- CoreSign
- Member
- 31 posts
- Joined: Aug. 2016
- Offline
-
- GrahamDClark
- Member
- 309 posts
- Joined: July 2005
- Offline
Use a COPs out of rasterized UV map and then labs maps baker which is non-procedural, or,
Inside of COPs, defer baking and keep procedural, use uvsample() in SOPs or COPs: wrangle COP:
@C = uvsample(1, "uv_new", "uv", v@P);
Will make a shorter vid showing just this, but for now its in here:https://youtu.be/nqpovSR1nJ8?si=YIrM2tnA_5AX9fEo&t=1190 [youtu.be]
That gets slow live, and if your UVs are static no need to keep it live, so bake it by inserting a ROP save image after that wrangle COP, then file COP it back in to you COP network and pipe that into a texture sample COP to put your texture into that other uv, and then ROP image render that texture
Inside of COPs, defer baking and keep procedural, use uvsample() in SOPs or COPs: wrangle COP:
@C = uvsample(1, "uv_new", "uv", v@P);
Will make a shorter vid showing just this, but for now its in here:https://youtu.be/nqpovSR1nJ8?si=YIrM2tnA_5AX9fEo&t=1190 [youtu.be]
That gets slow live, and if your UVs are static no need to keep it live, so bake it by inserting a ROP save image after that wrangle COP, then file COP it back in to you COP network and pipe that into a texture sample COP to put your texture into that other uv, and then ROP image render that texture
Edited by GrahamDClark - July 25, 2024 14:01:49
Yay! I'm certified! https://media.sidefx.com/uploads/accounts/badges/certified_instructor_badge_AkLiM3h.svg [media.sidefx.com]
-
- CoreSign
- Member
- 31 posts
- Joined: Aug. 2016
- Offline
GrahamDClarkWork like a charm,Thank you so much for your help!
Use a COPs out of rasterized UV map and then labs maps baker which is non-procedural, or,
Inside of COPs, defer baking and keep procedural, use uvsample() in SOPs or COPs: wrangle COP:
@C = uvsample(1, "uv_new", "uv", v@P);
Will make a shorter vid showing just this, but for now its in here:https://youtu.be/nqpovSR1nJ8?si=YIrM2tnA_5AX9fEo&t=1190 [youtu.be]
That gets slow live, and if your UVs are static no need to keep it live, so you can insert a ROP save image after that wrangle COP, then file COP it back in to you COP network and pipe that into a texture sample COP to put your texture into that other uv, and then ROP image render that texture
-
- Quick Links

