User Manual

Table Of Contents
Below are some issues to be aware of when using the OpenGL UV renderer.
Baked-in lighting: After you have baked lighting into a model’s texture, you need to be
careful to turn lighting off on the object later when you render it with the baked-in
lighting texture.
Single textures/multiple destinations: Beware of cases where a single area of the
texture map is used on multiple areas of the model. This is often done to save texture
memory and decrease modeling time. An example is the texture for a person where the
artist mirrored the left side mesh/uvs/texture to produce the right side. Trying to bake in
lighting in this case won’t work.
Unwrapped more the one mesh: Unwrapping more than one mesh at once can cause
problems. The reason is that most models are authored so they make maximum usage
of (u,v) in [0,1] x [0,1], so that in general models overlap each other in UV space.
Seams: When the UV gutter size is left at 0, this produces seams when the model is
retextured with the unwrapped texture.
UV Gutter Size: Increase this value to hide seams between faces.
Common Controls
Image and Settings Tabs
The remaining controls for the Image and Settings tabs are common to many 3D nodes. Their
descriptions can be found in “The Common Controls” section at the end of this chapter.
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