InstaMAT Studio makes it possible to transfer textures from one model to another by baking a transfer map, even after the UVs have changed. An example of where this is useful is when optimizing and texturing scan data that contains color texture information.
The following explains how to first bake the transfer map with the Mesh Bake node, then use the Image Mapper node to remap the original texture to the new mesh's UV layout.
Please note that baking Transfer maps is currently available for CPU baking only.
To bake a transfer map:
Mesh Bake node into the graph.Canvas or the Package Management panel.If you dragged the mesh into the
Package Managementpanel, be sure to then drag the model from thePackage Managementpanel to an empty area in theCanvasto represent it as a node in the graph.
Mesh Bake node's Source Mesh input.Mesh Bake node's Target Mesh input.Mesh Bake node to bring up its settings in the Graph Object Editor panel, and enable Transfer to bake a transfer map.Make sure
Super Samplingis disabled to ensure the best results.
The Mesh Bake node will then generate a transfer map.
Now that the transfer map has been created, it can be used to remap a texture from the original high-poly mesh to the low-poly's UV layout.
Image Mapper into the graph.Image Mapper node to bring up its settings in the Graph Object Editor panel, and set the Scale parameter to X: 1, Y: -1.Image Mapper node's Image 1 input.Mesh Bake node's Mesh Transfer output to the Image Mapper node's UV input.The Image Mapper node will then remap the original texture to the new mesh's UV layout using the transfer map.
The following is an example workflow used to transfer base color information from an original high-poly source mesh to a generated low-poly mesh. InstaMAT is able to retopologize the original high-poly mesh, optimize the polygon count, and unwrap UVs to generate the low-poly version.
