Ultimapper Tips and Tricks

Here are some tips and tricks for getting the most out of Ultimapper.

• Disable any displacements on the low-resolution mesh before using Ultimapper. Displacements cause the wrong geometry to be used by Ultimapper and can greatly skew your final results.

• The Compute button returns the maximum depth for the given meshes (not the average). When generating depth maps, if there are a few points where the depth range is much greater than the average, the majority of the values will be mapped to a small band of values within the displayed image file. It appears that there is very little data in the image, but this is actually not true — it is simply not possible to see the range in the data due to the normalized mapping. If you store your map in a high-definition (32-bit) format, then all the data is maintained but again in too small a range (due to the extreme points) to be directly apparent in the image file.

• In order to effectively use the generated depth map, it is important to use a Change Range node within the render tree and rescale the normalized map to the depth range that was used by Ultimapper. For example, if the depth range in Ultimapper was set to 4.79 during the map generation, then within the Change Range node you should set New Range: Start to -4.79 and the New Range: End to 4.79.

• Ultimapper will generate a tangent property if necessary, or you can specify an existing tangent property. For more precision in the tangent map, open the tangent map’s property editor (called Tangents by default), click the Change button next to the DataType parameter, and specify Float.



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