Input Streams: Mesh Stream with UVs (target) and Mesh Stream + Texture Stream (source)
Output Streams: New Texture Stream
Usually, you’ll need to run Texture Transfer after a Stabilize Stage to produce textures for the new, Stabilized UV layout. Even if you aren’t Stabilizing, don’t forget you can also run this stage after Decimating with the Clean Stage.
The Texture Transfer Stage creates a new texture for the current mesh stream by projecting the texture data from an earlier point in the Track. This can be used to restore an original clip’s texture data after running a Stabilize or Clean Stage.
This Stage should be performed on the final mesh and animation streams, and should not be placed above any clean, stabilize, or SSDR Stages on the Track.
Texture Source Stage: Click and drag a Stage from the current Track into this field to use as the Source for the texture transfer.
If the particular Source Stage doesn’t contain mesh texture data, the Track Result at that position in the track will be used.
Auto Cage Extrusion: Automatically sets Cage Extrusion based on the Correspondence Error
Cage Extrusion: If autoCageExtrusion is disabled, this value sets the extrusion distance for the cage. One unit is one meter.
It can be important to ensure the ideal Cage Extrusion size, especially if your Stabilized Mesh diverges significantly from the Source mesh. Read the “Working With Texture Transfer” stage below for more details.
Working with Texture Transfer¶
Texture Transfer is based on a “Cage”, which is the result of extruding the surface of the target mesh outwards by a fixed distance. Each part of the source mesh within the cage will be checked against to transfer its texture.
The Cage must encompass all of the source surface in order to get good results, but it’s important to take care when increasing the Cage Extrusion value.
Too high and you might transfer textures from the wrong surface, such as texturing the side of an actor’s torso with the textures from their adjacent arm. Too low of a value might result in a “ray miss”, where incorrect data is placed into the texture.
Sometimes, on a very complex pose, it may not be possible to produce a good result from texture transfer with your Stabilized Mesh. You can try stabilizing those frames again with a lower Segment Max Error value to ensure less surface variation between the source and stabilized meshes.