Please, note that TextureBuilder node is still more of a concept than a production-ready tool. Nevertheless, we’d be happy if you could find time and courage to test it yourself and tell us about your thoughts and report bugs and other issues you might encounter.
TextureBuilder is a node for Nuke that can gather image data from a number of frames to create a texture of an object placed in those frames.
TextureBuilder has three inputs:
geo for geometry,
bg for image frames and
cam for camera settings. The geometry should be matched to the object position across the image frames (for example using our PinTool or GeoTracker nodes). Also there should be a UV map so TextureBuilder would know where to project image data from image frames.
In the settings of TextureBuilder you can choose texture resolution (keep in mind that larger formats require more processing power). Then there’s the field to choose frames that will be used to gather image information. Currently the maximum number of frames is 200. You can use standard Nuke frame-range notation to tell which frames to use. Also there’s the
Autodetect button, which works when geometry comes from other our nodes like GeoTracker, PinTool or FaceTracker. It checks where you have set keyframes and then put those frame numbers in the
Relative to the current frame checkbox changes the behaviour of
frames field so you can reference frames using negative or positive numbers relative to the current frame.
Back-face culling checkbox makes sure that no texture would be generated for back-faces of a 3D model.
Stretching suppression defines strictness of the algorithm that gets pixel data. The range is
0-100. When you have multiple frames containing a pixel,
0 would mean that in the texture you’ll get an average color of that pixel between all frames where it was found. And the larger the number—the more the algorithm prefers frames where the angle of view to the pixel is closer to 90°, still mixing colours from all frames but with different strength.
In this example below we have a model built with FaceBuilder:
The black areas around back sides of ears on the texture appear because TextureBuilder has not acquired any information of those pixels from the given images.
If you want to export the texture, you can do so using Write node connecting it to TextureBuilder’s output and setting up the needed format: