XD Color Based Texture Maps for Objects
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This tutorial describes how to create a
texture map based on the original XD coloring for an exported XenoDream
object. To showcase the process I used the
Spiromotor mk2.xep
fractal that you find in your
/Data/Artificial/ folder. |
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XenoDream 2.4
First we will create the point cloud file
and the object file. Open the
Spiromotor mk2.xep parameter file.
XD should look like this: |
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Select
File/Export point cloud
to open the export dialog. The colors of the point cloud will be
used to create the texture map, so you need a lot of points to get
the best possible quality. Use these settings and don't forget to
select the Orient to camera
option. This ensures that the generated point cloud looks exactly
the same as the XD object that we will export later. Click
Generate.
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A file browser opens and you can
choose the destination folder. Name the file
Spiromotor.ply.
It will be created as soon as all points are generated. Close the
dialog.
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Now click the
Mesh Exp
button to open the Mesh Export screen. Click the
Mesh Options
button to open the Mesh Options dialog. Use these settings and close
the dialog with OK.
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Render, triangulate and simplify the
mesh to create the final object. Save it as
Spiromotor.obj
file. Close XenoDream.
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UVMapper Classic (Freeware)
Launch UVMapper and load the
Spiromotor.obj
file. You can close the displayed object statistics with
OK.
You're informed that your object has no UV texture coordinates and what
to do next. |
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Select
Edit/New UV Map/Box
to open the Box Mapping dialog.
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Accept these default settings and
click
OK
to close the dialog. The UV map is now generated and
displayed. You can save this map for further reference if you like
but it's not necessary for our project.
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IMPORTANT!
Save your UV mapped object (File/Save
Model) adding
UV
to the file name. In our case the file name should be
SpiromotorUV.obj.
That way you won't mix it up with the not UV mapped object file.
Close UVMapper.
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MeshLab
1.3.0 (Freeware)
Launch MeshLab and a new empty project is
automatically created. Now we have to go through some steps to create
the texture map that shows the XD coloring. |
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Click
File/Import Mesh
and load Spiromotor.ply.
Click the Show Layer Dialog
button to display the layer list. MeshLab should look like this:
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In the layer list click the
+
button to add a layer. A file browser opens and you can load your
SpiromotorUV.obj
file. You'll see that the object file is smaller and in a different
position. To get the colors properly transferred the point cloud and
the object have to be of the same size and occupy the same 3D space.
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With the
SpiromotorUV.obj
layer still selected (the yellow bar shows which layer is active) go
to Filters/Normals, Curvatures
and Orientation/Transform: Scale
to open the transformation dialog.
Use these settings to scale the object:
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Click
Apply
and close the dialog.
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After scaling we have to center the
object. Go to Filters/Normals,
Curvatures and Orientation/Transform: Move, Translate, Center
to open the Transform dialog. Use these settings:
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Click
Apply
and close the dialog.
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Now we will scale the point cloud to
fit the object size. To do that select the
Spiromotor.ply
layer and go to Filters/Normals,
Curvatures and Orientation/Transform: Scale
to open the Scale dialog. Use the
same settings to scale the point cloud as in step 8. Click
Apply
and close the dialog.
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To make sure that the point cloud
also occupies the same 3D space it has to be centered. To do that go
to Filters/Normals, Curvatures
and Orientation/Transform: Move, Translate, Center
and use the same settings as in step 9. You can zoom in if you like
using the middle mouse button.
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The next step is to transfer the
colors from the point cloud to the object. To do that go to
Filters/Sampling/Vertex Attribute
Transfer and use these
settings:
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Click
Apply
and then close the dialog. You'll see now that the object shows the
same colors as the point cloud. We're almost done.
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Select the
SpiromotorUV.obj
layer and go to
Filters/Texture/Vertex Color to
Texture to open the texture
dialog. For a better texture quality I increased the width and
height to 3000 pixel. Click
Apply to save the texture map.
Now everything is done in MeshLab and you can close it.
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Importing and Texturing
I'll explain this process using Vue
Infinite. It should be similar in other 3D software. |
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Import
SpiromotorUV.obj
into Vue. The object appears with the Default material applied to
it. Double-click the small material preview to enter the Material
Editor.
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On the
Color & Alpha
tab select Mapped picture
instead of Procedural colors and load the
SpiromotorUV_color.pgn
file. Confirm the message about the alpha channel with
Yes.
Reset
the Highlight Color
on the Highlights
tab to set it to black. That way the texture doesn't look too washed
out. Click OK
to close the Material Editor. Now you see your fractal object with
the XD coloring applied:
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Additional note:
If your fractal coloring shows small details, like for instance stripes,
you have to increase the size of the texture map. If it's too small such
details get lost. In one case I had to go up to 5000x5000 pixels. |
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For your convenience you can download the
Tutorial PDF file here. Have
fun! :) |