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.
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 Management
panel, be sure to then drag the model from thePackage Management
panel to an empty area in theCanvas
to 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 Sampling
is 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.