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tutorials

Clipmapping - Using Textures to fake Geometry:

Intermediate

Clip mapping is the term used to describe using photographs or drawings as maps onto objects with an alpha channel. This creates the illusion of a detailed 3D object when in computer terms, all we have in the scene is 1 simple polygon.


On the left is our original image, on the right is the alpha channel that we use to "cut out" the horse.

The advantage is obvious - having a realistic looking render with a minimum of complexity in our scene. Clip mapping is particularly useful with objects such as people, trees, cars or animals. Any object that would have a high "polygon count" and does not need to be animated could become a good clip map instead.

Creating Clip maps

There are three primary methods to assign a clip map in RS3D -

1/. Use an alpha channel from a Targa - this allows one to get various levels of subtle transparency. Targas have the advantage of being able to store the alpha channel in the 1 image (32 bit = transparency channel, 24 bit = color only.)
2/. Use a certain color as a clip channel. e.g. the solid BLACK background would be transparent in this tree:

3/. Use two separate images - 1 for color and 1 for the alpha channel.

Color clipped Tree

Lets start with the most basic method first - color clip maps.

1/. Create a new scene.

2/. Create an analytical rectangle - any size.

3/. Create a new material, use a template. Select "clipmap". Select the image "Tree.jpg" from the textures directory.

4/. Render the image. At this point you can see that the default color range has used the black color to grey to define the transparency. This is probably too much, so lets select a darker color grey (just above black). Note that we have no color information on our object yet either - we have only the "clip" component.

5/. Add a "texture map" wizard to our current "clipmap" texture. Select the "tree.jpg" as the color image and render. You should now see a tree that has been clipped out and will cast detailed shadows.

Fade mapping

RS3D uses the term "Fade" in VSL to describe the transparency component that is cut out from an object. Just as we use the "color" channel to put an image or color onto an object, whatever is mapped to the fade channel will be cut out from the object. It is an advanced form of "trim curve" if you like - allowing you to cut out detailed or arbitrary edges to an object, and even give it levels of "transparency" where only half a cut is achieved.

The advantages of using fade mapping is we can get a soft edge - or antialiased edges to the cut, giving it that added level of realism.

1/. Create a new scene.

2/. Create an analytical rectangle - any size. (Keep in mind the aspect ratio of the original image being mapped)

3/. Create a new material, use a template. Select "fade map". Select the image "Horse_alpha.jpg" from the textures directory. Drag this material onto the rectangle. Render the image.

Note how our horse is "back to front". we have mapped the image on the right to achieve the image on the left. Standard alpha uses white for solid and black for transparent. RS3D uses the opposite. Black is solid and White is transparent. Instead of going into photoshop and inverting the image, we can do this inside RS3D. In the materials "advanced" tab :

4/. Add a "constant" above the fade texture. Change the "output" of the constant (default color) to "surface : fade". Assign a value of 1 to the constant. On the fade texture map below our constant, change the operator to "subtract" instead of "assign". This now takes the image alpha away from a constant of 1 or solid. This basically flips our alpha channel.

5/. Render the image - our horse should be cut out correctly. But we still need to add the color information. Use the "add texture map" wizard and select "horse.jpg". Render. You have just created a horse !

Targa clip maps

Targa image formats are the standard method for storing alpha information into one image. The procedure is exactly the same as the method outlined above. Only the same image is used for both color and alpha. When a Targa is selected as a Fade map, the "Bindings" tab must be set to use the alpha channel as the output to use for the fade channel. This is done by checking the "edit bindings" button in our advanced VSL settings., Removing the "colorR -> Fade" binding, then selecting Alpha and Fade and Adding. This may not always be necessary - just check that the alpha is being used for the fade first. Often adding the texture first to a color map then changing the output to fade will set "alpha -> Fade" automatically. Inverting the alpha may depend on the source of the targa. If it is already inverted - you will not need to use the constant=1 value.

Scope mapping

Scope refers to how much of the current mapping will be mapped onto an object. We could map only text onto an object for example, by essentially "clipping" the background with our alpha and only the text will be mapped onto the object. But rather than actually CUTTING the object, we are cutting only the texture. This has powerful possibilities - especially for adding textures over already assigned textures ! (eg. adding windows over a brick wall)

1/. Create a new scene.

2/. Create an analytical sphere - any size.

3/. Create a new material, use a template. Select "color". Assign this material to the sphere by dragging it onto the object.

4/. Create another new material, use a template. Select "scope map". Assign the texture "scope_alpha.jpg" to the scope field. The image below shows white text on a black background. This will give the white areas a scope of 1 and black 0.

5/. Add a color gradient to our texture - add "texture map" wizard and select "scope_coloring.jpg".

6/. Map this new texture onto our sphere using parallel mapping - make it roughly in the proportions to the image below.

7/. Render the image. We should have achieved a blue sphere (default color material) with the writing "scope mapping" written in color on the side of the sphere. Note how our color gradient was simply clipped by the scope mapping scope texture. We can also select "finite XYZ" under the mappings "Spec" tab to restrict our texture from penetrating both sides of the sphere.

We can keep adding materials in this manner to get windows on walls, rust into crevices, writing on signs etc.

Refer to "Adding Dirt" tutorial for further explanations in scope mapping.

Flat Image Vs 3D Object

One of the biggest challenges with any clip map is to have the image facing toward the camera at all times. We can tolerate a certain degree of movement - up to a point the illusion is ruined and the clip map is exposed for what it is - a single plane. We have certain "hacks" that we can utilize to give clip mapping an added degree of realism. One such example is to place the two planes at right angles to each other to form a "cross" in plan. Providing that the object (such as a tree) is roughly symmetrical, the illusion can be maintained from a 360 degree rotation.

There are various mapping methods such as the "look at" controller that can be used to make clip mapped objects follow the camera if needed.

But one need not be restricted to simple rectangular forms either - we can just as easily map a cylindrical map and clip out a 3D object.



Refer to attached zip file for more examples of scope mappings. Texture files included.

 

Page updated on Tuesday, 25 February, 2003 . For feedback / model submissions or articles - please email us.
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