![]() We can concatenate a set of transform without ever resampling the color image to get more precise rendition. If the UV image has the same dimension as the texture, Image in = Image out.Ībove is a simple indexing transform, here we rotate 180 degrees and scale X by -1 (flip and flop – mirror). Theoretically, this, above, is a default UV map that does nothing. We often now come to call such extra image channels, AOVs (Arbitrary Output Variable), and these are commonly used in compositing to complement the base RGBA image (i.e the Beauty Pass). The UV map is rasterized into an image (from the vertex description a full image is filled). One can attach tons of other things these days…we only focus here on one extra data component, UV. To the vertices one can attach color information (RGBA) and UV coordinates (UV). ![]() ![]() Let’s start with simplest example, a rectangle has xy(z) coordinates (i.e. What is a UV map?Ī UV map is a form of 2D spatial LUT describing how a texture should be indexed. Reliance on forms of texture mapping has become popular in television motion graphics pipelines and is very important to accomplish real fast photo-realistic rendering from modest geometry (via different polygon reduction methods).īelow, check out this in-depth take on UV mapping from Jasmin-including a few surprising facts from CG history-that will help you understand more on what ‘UVs’ mean and where to use them in your visual effects work. ![]()
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