Relationship between UV Reference Map and Diffuse Map
When you apply a texture to any existing iClone object, iClone uses the predefined mapping coordinates to precisely map the image onto the 3D surface. To find the relationship between diffuse map and UV Reference, press the corresponding launch buttons to open both image files in image editor
The look of 3D Prop with UV texture
|Launch Diffuse map from the Launch button, launch UV Reference map from “UV Ref.” button.||This is a comparison of the diffuse map and UV reference map. You may find that the texture orientation (at left side) is based on the texture coordinate definition in the UV map (at right side).|
Resolution of UV-reference based Texture Map
The default size of UV reference image is 512 x 512. If you use the same resolution for diffuse map, the allocated pixel for each 3D surface is relatively small because they share the same image space. Although it can save texture memory resource, but lower visual quality may occur when users zoom-in to observe details.
If you intend to arrange the 3D model for closer observation, you need to increase the texture resolution in proportion (eg. 1024×1024, 2048×2048, or 4096×4096) in order to keep the same layout relation indicated by the UV map. An easy way to increase the diffuse map size while keeping the same ratio is to multiply the size of UV texture first, and then paint your new texture according to the layout of the UV reference map.
Applying Texture to 3D Blocks
Users can simply load and apply image textures to iClone 3D Blocks via general mapping methods such as Plane, Box, Spherical, Cylindrical, without the need to specify texture area based on UV Reference. See Mapping Method for details.
Usually users can get much higher resolution detail if the size of their texture is higher, and it can be tiled.