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.
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