Texture Smart Mapping (TSM)

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Fig. 54 Texture Smart Mapping panel

The Texture Smart Mapping (TSM) panel (Fig. 54) is a dedicated root-level panel in the 3DSC sidebar. It provides an efficient workflow for applying texture projections to 3D meshes using a standardized cubic projection system with 6 oriented planes.

This tool is particularly useful for:

  • Rapid texture mapping of architectural elements

  • Standardized UV projection workflows

  • Multi-object texture application with consistent projection settings

  • Managing multiple texture mapping configurations in the same scene

Creating a TSM System

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Fig. 55 TSM creation options

To create a new TSM system (Fig. 55):

  1. Select an object in the 3D viewport (can be an empty object or any mesh)

  2. Set the desired parameters:

    • Plane Size: Defines the size of each projection plane in meters (default: 2.0m)

    • Faces Inward: Checkbox to orient projection faces toward the center (inward) or outward

  3. Click the Create New TSM button

The operator will automatically:

  • Create a new empty object named TSM_XX (with automatic numerical suffix)

  • Generate 6 plane objects (top, bottom, front, rear, left, right) parented to the TSM empty

  • Position and orient the planes correctly to form a cubic projection setup

  • Maintain the location, rotation, and scale of the originally selected object

  • Add the new TSM to the system list

Technical Details

  • TSM systems are identified by a custom property tsm_system = True

  • Each plane is exactly positioned at plane_size/2 distance from the TSM center

  • All planes maintain a scale of (1.0, 1.0, 1.0) to avoid UV distortion

  • The system correctly handles any rotation of the source object

TSM Systems List

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Fig. 56 TSM systems management

The TSM systems list (Fig. 56) displays all available TSM systems in the current scene.

List Features:

  • Refresh Button: Manually updates the list to detect new or removed TSM systems

  • Auto-refresh: The list automatically updates after creating a new TSM

  • Select Icon: Selects the corresponding TSM empty object in the 3D viewport

Per-TSM Information:

  • Description Field: Editable text field to add descriptive information (e.g., “Mapping for Severan period buildings”)

    • Automatically saved as custom property tsm_description on the TSM empty object

    • Useful for organizing multiple TSM systems with different purposes

  • TSM Scale: Displays and allows editing of the X, Y, Z scale values

    • Directly affects the UV projection scale

    • Modifying scale values updates the projection in real-time

    • Useful for fine-tuning the texture mapping without recreating the system

Remember

Editing the TSM scale values will automatically influence the UV projection scale on all meshes using that TSM system.

Applying UV Project Mapping

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Fig. 57 UV Project mapping application

The Apply UV Project Mapping section (Fig. 57) allows users to apply the selected TSM projection system to mesh objects.

Workflow:

  1. Select a TSM from the list above

  2. Select a mesh object in the 3D viewport (the target object is displayed in the panel)

  3. Choose or create a UV layer:

    • Use the dropdown menu to select an existing UV layer

    • Click the + button to create a new UV map with a custom name (default: “TSM_UVMap”)

  4. Click Apply TSM Mapping

UV Layer Management:

The panel automatically detects all UV layers present in the selected mesh object. If no UV layers exist, the panel displays a warning and provides the option to create one.

The Add New UV Map operator:

  • Opens a dialog to specify the UV map name

  • Creates the new UV layer

  • Automatically selects it in the dropdown menu

  • Sets it as the active UV layer

Important

If the mesh object already has a UV Project modifier, the operator will display a warning and skip the operation to prevent conflicts.

Technical Implementation

Modifier Configuration:

When applying a TSM system to a mesh, the operator:

  1. Creates a new UV Project modifier named TSM_UVProject_[TSM_name]

  2. Sets the projector_count property to 6

  3. Assigns the 6 planes (top, bottom, front, rear, left, right) as projectors

  4. Links the modifier to the selected UV layer

  5. Maintains default modifier parameters (Aspect X, Aspect Y, Scale X, Scale Y)

Projector Assignment:

The 6 planes are assigned to the UV Project modifier in the following order:

  1. Top (plane facing +Z local axis)

  2. Bottom (plane facing -Z local axis)

  3. Front (plane facing +Y local axis)

  4. Rear (plane facing -Y local axis)

  5. Right (plane facing +X local axis)

  6. Left (plane facing -X local axis)

This arrangement ensures complete coverage of the mesh from all cardinal directions.

Use Cases

Architectural Documentation:

The TSM system is particularly effective for documenting architectural elements where orthogonal projections are required:

  • Wall faces and facades

  • Floor and ceiling surfaces

  • Column capitals and bases

  • Architectural details requiring precise texture placement

Archaeological Objects:

For archaeological artifacts with approximately cubic or box-like proportions:

  • Stone blocks and ashlars

  • Sarcophagi and altars

  • Architectural fragments

  • Sculptural reliefs

Multi-Phase Workflows:

TSM systems can be organized by:

  • Chronological phases: Create separate TSM systems for different historical periods (e.g., “Republican period mapping”, “Imperial period mapping”)

  • Material types: Different projections for stone, brick, stucco surfaces

  • Documentation campaigns: Organize by survey date or acquisition method

Best Practices

  • Use descriptive names in the TSM description field for easy identification

  • Adjust TSM scale values to match the actual dimensions of the surveyed elements

  • Create multiple TSM systems with different scales for objects at different detail levels

  • Position TSM empties at the center of the target objects for optimal projection

Complete Workflow Example

Scenario: Texturing a virtual reconstruction with chronologically-consistent building orientations

When modeling a virtual reconstruction, it is common practice to texture entire groups of buildings that share a particular orientation, typically related to the chronological period of the monuments. Changes in historical periods often correspond to changes in urban orientation and alignment.

Case Study: Republican and Imperial phases of a Roman archaeological site

  1. Analysis Phase:

    • Identify buildings with Republican-era orientation (e.g., aligned North-South at 15° deviation)

    • Identify buildings with Imperial-era orientation (e.g., aligned with the later street grid at 8° deviation)

    • Note that each chronological phase has distinct architectural alignments

  2. TSM Creation for Republican Phase:

    • Create an empty object at the site center

    • Rotate the empty to match the Republican-era building orientation (15° deviation)

    • Set plane size to 5.0 meters (appropriate for typical building facade height)

    • Keep “Faces Inward” unchecked

    • Click “Create New TSM”

    • Add description: “Republican phase - North-South orientation 15°”

  3. TSM Creation for Imperial Phase:

    • Create another empty object

    • Rotate to match the Imperial-era street grid orientation (8° deviation)

    • Set plane size to 6.0 meters (larger Imperial buildings)

    • Click “Create New TSM”

    • Add description: “Imperial phase - Street grid orientation 8°”

  4. Applying Textures to Republican Buildings:

    • Select first Republican-era building mesh

    • Create UV map named “TSM_Republican”

    • Select the Republican TSM from the list

    • Click “Apply TSM Mapping”

    • Repeat for all Republican-era structures

  5. Applying Textures to Imperial Buildings:

    • Select first Imperial-era building mesh

    • Create UV map named “TSM_Imperial”

    • Select the Imperial TSM from the list

    • Click “Apply TSM Mapping”

    • Repeat for all Imperial-era structures

  6. Period-Specific Fine-tuning:

    • Adjust Republican TSM scale for smaller, earlier construction techniques

    • Adjust Imperial TSM scale for larger, monumental architecture

    • The UV projections update automatically across all buildings using each system

  7. Advantages of this Approach:

    • Consistent texture orientation within each chronological phase

    • Easy to modify all buildings of a specific period simultaneously

    • Clear documentation of which buildings belong to which phase

    • Efficient workflow for large-scale virtual reconstructions

    • Supports the Extended Matrix methodology for stratigraphic reconstruction

Best Practice for Virtual Reconstructions

Create distinct TSM systems for each chronological phase or building orientation in your reconstruction. This approach maintains consistency within each period while clearly distinguishing between different historical layers. The TSM description field becomes a valuable tool for documenting the chronological attribution of building groups.

Additional Notes

Performance Considerations:

  • TSM systems are lightweight (empty object + 6 simple planes)

  • Multiple TSM systems can coexist in the same scene without performance impact

  • UV Project modifiers are evaluated efficiently in Blender’s modifier stack

Compatibility:

  • TSM systems work with any Blender version supporting UV Project modifiers (2.80+)

  • Compatible with other modifiers in the stack

  • Can be used in conjunction with other 3DSC tools (LOD generation, texture patching, etc.)

Limitations:

  • Only one UV Project modifier per mesh is supported by the operator (to prevent conflicts)

  • Best results are achieved with approximately cubic or box-shaped geometries

  • For complex organic shapes, manual UV unwrapping may be more appropriate

Remember

TSM systems are non-destructive. The modifier can be disabled or removed at any time, and the original mesh geometry remains unchanged.