Texture transfer pipelines¶
The texture transfer pipelines are the algorithmic heart of the Designer's "take a reference photo and a 3D model, produce a baked texture that fits" workflow. The Blue Morpho tutorial drives the two starred recommended pipelines; this page documents every method.
The eight standalone methods¶
Each is reachable from Mesh > Transfer Texture > <method>:
| Method | Strength | Weakness |
|---|---|---|
| POLAR | Smooth, fast, body-centered | Loses fine alignment at the periphery |
| REGIONS | Honors authored region masks | Requires hand-painted regions |
| FLOW | Optical-flow-driven; captures direction | Needs two related source images |
| TPS | Thin-plate spline through landmarks | Quality is landmark-quality dependent |
| BBOX_WARP | Maps bounding box → bounding box | Coarse; needs follow-up |
| SWEEP | Sweeps along a curve | Curve must be authored |
| LANDMARK | Direct landmark warp without bake | Diagnostic / debug |
| (Apply) LANDMARK_APPLY_FULL | TPS + per-region weighting in one shot | Slower |
The two starred recommended pipelines¶
The pipelines are the "do everything" combinations the Designer recommends. Both produce a baked albedo + a derived normal map as their last step.
Polar + Bake + Normal Map (PBR)¶
Used in chapter 5 of the Blue Morpho tutorial.
- Polar warp: maps the source onto the model's UV space using polar coordinates centered on the model's body.
- Bake: writes the warped result to
textures/<placement>_albedo.pnginside the.esk. - Normal map: derives a high-frequency normal map from the source's luminance.
Strengths:
- Closed-form math → fast (~3-5 seconds on baseline hardware).
- Body acts as a stable center; non-flat surfaces handle well.
- Smooth gradients; right for iridescence, gradients, and pattern continuity.
Weaknesses:
- Wing-tip detail is approximate; fine alignment at peripheries drifts.
- Not ideal for hard-edge text or sharp small features.
BBox-Warp then Landmark Gaps + Bake + Normal Map¶
Used in chapter 6.
- BBox-Warp: maps source bounding box onto model UV bounding box.
- Landmark Gaps: identifies where BBox loses accuracy (typically wing tips, body-wing junction) and re-runs a thin-plate spline locally over those regions using the landmark pairs.
- Bake: writes the combined result.
- Normal map: derives normals from the result.
Strengths:
- Precise pattern alignment on small features (eye spots, veins, text).
- Honors hand-placed landmarks; matches author intent more closely.
Weaknesses:
- Slower (~8-10 seconds).
- Quality depends on landmark count and accuracy; 6 well-placed pairs is the sweet spot.
How to choose¶
Use Polar when:
- The source photo and the model are close in proportions.
- You want smooth, iridescent / gradient looks.
- You want fast iteration.
Use BBox + Landmark Gaps when:
- Source and model differ in proportions.
- Sharp pattern alignment matters (text, symbols, sharp features).
- You will hand-touch up afterward (the bake is the starting point, not the finish).
Chapter 6 of the tutorial demonstrates running both and A/B-ing.
Standalone methods (manual pipelines)¶
The eight standalone methods are reachable without the bake-and-normal-map post-steps. Useful when:
- You want to compose a custom pipeline (e.g. TPS into a separate layer, hand-tune, then bake yourself).
- You are debugging a recommended pipeline that did something unexpected.
- You are porting an existing wing texture from another tool.
Run a standalone method, inspect the result, then either bake
manually with Mesh > Transfer Texture > Bake to Albedo or move
on to another method.
Performance and texture sizes¶
The baked output's resolution is configurable in
Preferences > Texture Transfer > Bake Resolution. Default 2048
× 2048 (8 MB at sRGB 8-bit). Drop to 1024 for tutorial-grade
output, raise to 4096 for marketing-quality.
Re-baking is destructive on the placement's albedo channel. Bookmark the project's history state before re-baking so you can revert.
See also¶
- Blue Morpho tutorial chapter 5 : Polar pipeline in action.
- Blue Morpho tutorial chapter 6 : BBox + Landmark Gaps in action.
- Hypershade: materials that consume the baked textures.
- AOVs: bake textures as render passes from a custom shader graph.