EyeonTips:Manual/Tool Reference/Deep Pixel/Texture

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  • Make sure you judge your image with the HiQ switch turned on. Otherwise, the Texture tool won't do sub-pixel sampling on the texture and produce a pixelated result.
  • UV-map image must be 32 bit float to avoid steps in texture distribution.
  • If you want to have control over the sub-pixel filtering, you can scale the texture up using a Resize or Scale tool and choose your preferred filtering function there.
  • Don't feed pre-multiplied UV channels into the tool as this will produce bad edge pixels. If your UV pass comes out pre-multiplied, divide it by the alpha channel using a ChannelBoolean.


UV_Texture.comp

This is an example on how to use the Texture tool on a rendered UV Map to insert a picture into a beauty pass at comp stage.