Derek Jenson - 3d Artist
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Deferred Texture Mapping

2/8/2011

 
Many game engines are using deferred rendering these days as opposed to forward rendering. In addition, many movie shots have been authored with deferred techniques and then assembled and shaded in Nuke. The concept for both real-time engines and offline renderers is basically the same; to encode 3d data into 2d space (buffers) and then solve for the lighting/shading as a post process. If you are interested in lighting/shading in post, check out the Postlight tool by Andy Nicholas.

This deferred texture mapping test is a similar idea and mimics thistool by RevisionFX. For offline rendering, this additional UV vector pass can save re-rendering an image/animation by allowing me to swap textures after rendering is complete.
Picture
deferred texture mapping concept
The Component Parser is the compositing node used to map the texture to the UV vector data. The variable a1 = horizontal pixel count of the image and variable a2 = the vertical pixel count.
Picture
compositing node graph
Objects can be easily textured in post. Swapping textures is real-time without the need to re-render.

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