RE:MAP TUTORIALS

Part 2: Texture Mapping

In After Effects, open REMAP_2_UV.aep. These projects should be run in 16 bit per channel.

For non AE users, there is a screen snapshot (UI snapshot link) for you to view the settings at each stage. Just retyped the same values as shown. In the ExampleMoviesAndImages folder you will find: the color source (smallTestMovie.mov used for the texture map, cubecolor.####.jpg used for the background color sequence, and cubeUV.####.psd for the UV map sequence). The UV map sequence is a 16 bit PSD sequence.

This set of tutorials goes over the process of texture mapping image sequences. The objective here is to walk you through the controls. This complements the documentation which describes in detail each controls. The documentation PDF came with the product installer.

| Project: UV 1 -UI snapshot Applying a texture map * Turn off the “Mip Map” checkbox - look at the top of the cube. Turn it back on, now play with “Mip Amount “ slider.. * Replace in the Texture Layer this texture by another one * Switch the “Warp Mode” to “Show UV with Edges”, look at the Blue channel only of the image and play with “UV Edges Threshold”. The blue areas define for the effect problematic areas. The idea being that one cannot simply average unrelated UV values as on an object like this cube would get on the edges an average that might point to the center of the source image.
| Project: UV 2 – UI snapshot Using the Tiling Controls The tiling options allow you to replicate a texture along the UV maps. Things to Try: * Notice the Y axis is in “Tile Repeat” Mode “Alternate”. Switch it back to repeat. * Move slowly the “Position Offset X and Y” sliders from 0 to 1 then to 0 gain. * Slowly adjust “Tile Repeat X and Y” sliders
| Project: UV 3 – UI snapshot Selecting an area within the Texture Map The “Show Texture Map” mode allows one to select an area of the source texture. Note when in that mode if the image is not the same aspect ratio, it will be stretched to fit. Things to Try: * Set the Warp Mode back to Render * Go back to render mode and move the control points to instead frame the mouth over the sequence.
| Project: UV 4 - UI snapshot Transition effect: Fading in and out a Texture Notice here we simply inserted above RE:Map, an effect that controls the Alpha Levels (animating the level from 0 to FullOn. Simply by fading the alpha levels of the UV map, we can control the dissolving amount.
| Project: UV 5 - UI snapshot Maintaining the Shading When texturing pre-rendered CG sequences, to preserve the shading (the shadows) is important. The simplest way to achieve this is to render the elements without color, just the shading. In this example, the CG person rendered the cube with color, so we simply turn it to black and white first and applied the effect over the color layer with a transfer function Things to Try: * Change the transfer function back to Normal, then to Multiply

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