Only in Wrap4D
GuidableTexture is an example-based texture generating method that can predict new texture for new type of expression using the example expressions.
- Input geometry
GeometryNew expression geometry to predict texture for
- Neutral geometry
GeometryNeutral geometry, in same topology as Input Geometry
ImagePredicted texture for Input Geometry
if set, the node will be recomputed each time some parameter or input data is changed
if Auto-Compute is off, starts texture predicting process
Train Parameters tab
- Neutral Reference Mesh:
a file name of Neutral Reference Mesh
- Blendshape Reference Meshes:
a list of file names of Blendshape Reference Meshes
- Neutral Reference Texture:
a file name of Neutral Reference Texture, correspondent to Neutral Reference Mesh
- Blendshape Reference Textures:
a list of file names of Blendshape Reference Textures, correspondent to Blendshape Reference Meshes
forces to reload geometries and textures from Neutral Reference Mesh, Blendshape Reference Meshes, Neutral Reference Texture and Blendshape Reference Textures
Mesh Segmentation Parameters tab
To check the size of the sampled patches use Visual Editor Tab. The smaller the patches, the more accurate the predicted texture will be, but it at a cost of increased computation time.
- Polygroup Blur Iterations:
number of iterations while blurring patches
- Patch Blur Weight (cm):
average adjacent weight on every iteration while blurring patches
- Sample Radius (cm):
radius of samples, which become patches
Save Weights tab
For advanced users there is an option to save texture blending weights per vertex to JSON. JSON arranged like a dictionary, where the key is texture file full name (file path from the root) and value is a vector of weights (float value from 0.0 to 1.0) per vertex.
- Save Per Vertex Weights to JSON:
if set, will automatically save blending texture weights per vertices to json
- Create Intermediate Directories:
if set, nonexistent directories in the file path will be created
- File name:
a single or multiple file names to be saved.
Any occurrence of
#will be replaced with the current frame number during saving. ` For example, if the current frame is 1,
"Weights###.jpg"` will be replaced with ``"Weights001.jpg"
If you need to compute multiple weights per frame simultaneously use Nodes >> Compute all from main menu.