Hi,
Starting from a mesh file with n different time steps (for instance n=2 with a "normal" and inflated mesh) and a 3D activation map, one can do a 3D fusion to overlay activations on the mesh.
However, the data projection on the mesh is re-computed when I use the time slider. In previous versions (at least the "very old" 1.25), Anatomist kept the texture computed at t=0 for further time steps.
Is there a simple way to disable this re-computing and keep the texture value computed at t=0 for the other t>0?
Thank you very much in advance,
Nicolas.
NB: btw, I noticed the nice RGB texture interpolation box in the texturing menu --> so great!
Texture and time...
- riviere
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Hi Nicolas,
Yes, the behaviour you get now is just normal: you get the 3D fusion of the current mesh (whatever the timestep) with the current volume (which can also have its timesteps). You didn't get this on older versions of anatomist just because time was not correctly handled...
You can get the result you want by doing two fusions:
- make a 3D fusion between the volume and the initial mesh (with no time)
- make a fusion (textured mesh) between this first 3D fusion and the deformed mesh (with timesteps)
Then you will get on each timestep of the deformed mesh the texture coming from the (static) 3D fusion.
But you need both the initial static mesh and the 4D deformed one.
Denis
Yes, the behaviour you get now is just normal: you get the 3D fusion of the current mesh (whatever the timestep) with the current volume (which can also have its timesteps). You didn't get this on older versions of anatomist just because time was not correctly handled...
You can get the result you want by doing two fusions:
- make a 3D fusion between the volume and the initial mesh (with no time)
- make a fusion (textured mesh) between this first 3D fusion and the deformed mesh (with timesteps)
Then you will get on each timestep of the deformed mesh the texture coming from the (static) 3D fusion.
But you need both the initial static mesh and the 4D deformed one.
Denis