Constrained Tex
In this tutorial, you will learn how to redo our constrained texture mapping demo, presented at SIGGRAPH 2001. More than 7 years after, we got sufficient horsepower to deform the texture in real-time !
1) Load a model
For instance, this one (courtesy of Corine Schlumberger, Alias | Wavefront). We will texture-map it with this image: tiger2.xpm.gz (uncompress it before usage).
2) Initial mapping
- Atlas->Projection->Project on XY plane
- Atlas->UV Space->Normalize parameterization
3) Setup 3D view
- Select textured shader
- Select texture mode
- Load texture
- Show mesh
4) Setup 2D view

- Open 2D editor:
Window->Show 2D editor - Load texture as background image
- Hide surface (keep only mesh and border)
5) Position surface approximately

- Use
move componenttool
6) Initial mapping

- Select
pinstool - Setup a few pins around the model
- To place a pin, use left button
- To remove a pin, use right button
- Use <ctrl>+mouse to move camera
- Optimize the mapping:
Atlas->optimizer->optimize param
7) Refine mapping

- Setup parameterization optimizer
Atlas->Optimizer->Setup param optimizer- set
Auto optimize - Push
OK
- set

- Install and edit pins
- Left button installs a pin, or drags an existing pin
- Right button removes a pin
- Use <ctrl>+mouse to move camera
8) Save result
- The result can be saved as a standard
.objfile, that can be used in any other package.
Known bugs, limitations
- The mapping is not guaranteed to be one-to-one. You need to install additional constraints if you encounter unwanted overlaps.
- The texture may be distorted if constraints are extreme. In such a case, take a look at this SIGGRAPH Asia 2008 paper that re-synthetizes a texture.