Use the
Turtle Texture Resampling Editor to resample an already baked texture. For example, if you baked a texture using one UV set, but want to convert it to another UV set, you can simply resample the texture to a new UV set instead of rebaking the texture again.
To open the
Texture Resampling Editor, select
Windows > Material/Texture Baking Editors > TURTLE > Texture Resampling Editor.
- Texture
- The name of the texture that is resampled.
- Source UV Set
- The name of the UV layout that corresponds to the resampled texture.
- Target UV Set
- The name of the UV layout that the texture should be resampled to.
- Directory
- The directory where the resampled texture is stored.
- File Name
- The name of the resampled texture. The name is put together by the user with the help of the following predefined variables:
- $m − material name (shading group)
- $s − shape name
- $t − full path to shape
- $u − uvset name
- $e − file format extension
- $f − frame number
When these variables are found in the file name they are replaced with the corresponding text string. For example, "lightmap $m $s.$e" translates to "lightmap lambert1SG meshShape1.tif", "lightmap $t.$f.$e" translates to "lightmap mesh1 meshShape1.42.tif", and "normalmap $s $u.$e" translates to "normalmap meshShape1 uvSet1.tif".
- Width/Height
- Sets the resolution of the resampled texture map.
- File Format
- Sets file format of the resampled texture.
- Edge Dilation
- Sets the number of pixels to stretch texture edges. If filtering is used on the resampled textures, this can be used to eliminate bleeding problems.
- Background Color
- Sets the texture background color. All unsampled textures receive this color.