UV Maps
TaskThis album collects ways to export UV maps for use with RE:Vision Effects plugins
RE:Map Understanding UV Images
Understanding UV images: how to generate and use them with RE:Map (for host apps Modo, Lightwave and Cinema 4D). Provided by Mylenium.
RE:Map - How to Export UV Maps out of Cinema 4D
A short movie that shows how to export UV maps out of Cinema 4D. This short movie is kindly provided by Dr.-Ing.V.Sassmannhausen.
How do I get UV rendered images out of my 3D system ?
How to create UV Maps
Generating UV Maps from Mental Ray
There are different ways to generate UV Maps (index into texture space) with Mental Ray, basically either by texture mapping an image or by setting the UV vector state as the color.
For such data we don't want to over or undersample too much ( for example, when generating UVs with Mental Ray, we don't want mip map ). The task is to simply generate texture representing UV values for someone to use later on (to apply texturing). Texture Mapping is described in RE:Map manual, here we only look into Mental Ray settings so the image data is actually usable for us.
In Softimage XSI, Max and Maya (and other 3D apps that use Mental Ray) you want to use a simple ramp in the red and green channel as your texture map, with alpha set to be full on at each pixel. We apply that texture to a model that has been UV parametrized and we get a rendered UV Map we can use in post.
Mental Ray Sampling Settings
1) First, you want to turn Jitter Sampling to OFF.
2) You want to set MIN Sample to 0 (1 ray per pixel minimum) and Max Sample to an higher value so the edges of the objects are still anti-aliased. If your Min Sample is below 0 (eg -1 is a ray per block of 2x2 pixels) you will get blocky results.
Rendering Settings
Make sure your render is at least a 16 bit per channel format. We did encounter a few cases where float UVs were necessary but generally 16 bpc suffice. Remember if your result in RE:Map is blocky, then you probably rendered your maps at 8 bits. In general, there are not enough values in 256 levels to properly represent pixel coordinates for a useful texture map image.
Turn Alpha to on. Usually 16 bit per channel is enough. Internally a tool like RE:Map assume the UV Map is "straight", not premultiplied. If you don't know how to do that, don't worry, tools like After Effects have on import an option to interpret the Alpha. If you rendered "PreMult" then simply in AE select "PreMult" in the Interpret Footage panel. Remember RE:Map treats alpha in your UV map as transparency.
How do I make such a ramp? If you are not sure how you can always use RE:Map Displace with a scale of 0.0 and output mode Screen Coords. Make sure this ramp is output 16 bit or float.

Unit UV texture map to use to texture object. Note that the ramp in the red channel goes from 0 (no red) to 1 (full red) from left to right and that the ramp in the green channel goes from 0 to 1 from the bottom to the top.
Object rendered with UV ramp to be used with RE:Map UV and RE:Map Inverse UV.
RE:Map UVW Multipass
Joren Kandel (http://www.thepixellab.net/blog) has provided a Cinema 4D and After Effects tutorial where he shows you how to use RE:Map UV to replace a C4D UV pass with a 2D texture in After Effects.
Exporting 3d renders out of C4D for our plugins : Part 1 - Motion Vectors and UV Maps
This tutorial shows how how to set up a project in Cinema 4D to get the best results for use with RE:Map UV and RSMB Pro Vectors in After Effects (although you can use other host applications for compositing and some of this will apply to other plugins). A Sample project is included using After Effects.
Special Thanks to Patrick Goski at Maxon.net for creating & providing the C4D sample project and for his support 24/7.
Exporting UV maps out of 3DS Max
Eloi Andaluz from Catalonia has made an handy tutorial for 3DS Max users about exporting UV maps.
Eloi Andaluz from Catalonia has made a handy tutorial for 3DS Max users about exporting UV Maps.
Read the tutorial here:
Lightwave to AE: Deformers and RE:Map
How to get a UV pass out of LightWave 3D, for use in After Effects using the RE:Map plugin with a few other tips along the way.
Check Mark Warner blog for other cool Lightwave tricks...
Export UV maps out of 3DS Max or Maya using Mental Ray or V-Ray
This document outlines how to generate UV maps out of 3DS Max and Maya using Mental RAY (MR) and VRAY with reference renders and reference scenes and screenshots showing the settings. The intent is then use RE:Map UV or RE:Map Inverse UV in your compositing program.
We would like to thank Chad Capeland (https://indicated.co/) for helping us to document this process and testing the best approaches.
Note if you use V-Ray in Cinema 4D for example, you might want to also check our video tutorial using Cinema 4D Renderer ( http://help.revisionfx.com/task/22/#/tutorial-150) ).
This document outlines how to generate UV maps out of 3DS Max and Maya using Mental RAY (MR) and VRAY with reference renders and reference scenes and screenshots showing the settings. The intent is then use RE:Map UV or RE:Map Inverse UV in your compositing program.
We would like to thank Chad Capeland (https://indicated.co/) for helping us to document this process and testing the best approaches.
Note if you use V-Ray in Cinema 4D for example, you might want to also check our video tutorial using Cinema 4D Renderer ( http://help.revisionfx.com/task/22/#/tutorial-150)