I've searched both here and odforce.net but I dont find a good solution to this.
But when I am applying a PolyReduce SOP to my already UV-mapped object I get these horrible seams. Using Attrib transfer doesn't fix this problem either.
Any ideas ? I've supplied the .hipnc but you need to apply a texture on the Material's diffuse channel to actually see the seams in the 3D viewport.
PolyReduce SOP and UV's
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- MagnusL3D
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- Simon
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Try this…
1. Add a vertexsplit sop and set it to uv, then turn on “Promote to Point Attribute”
2. Add a remesh sop and play with the values to get the mesh detail you want.
UV's should be maintained in this process without any seems. You might find they get a bit “wobbly” if you reduce the mesh too far.
The results will depend a lot on the type of geometry you are reducing and the type of map and existing uv's on it already.
1. Add a vertexsplit sop and set it to uv, then turn on “Promote to Point Attribute”
2. Add a remesh sop and play with the values to get the mesh detail you want.
UV's should be maintained in this process without any seems. You might find they get a bit “wobbly” if you reduce the mesh too far.
The results will depend a lot on the type of geometry you are reducing and the type of map and existing uv's on it already.
The trick is finding just the right hammer for every screw
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- MagnusL3D
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- Simon
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- MagnusL3D
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- Simon
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As long as you use the vertexsplit sop first as directed above…
Of course this assumes you have vertex uv's in the first place, not point uvs. Though I would assume if you have seams then they would have to be vertex uv's to start with.
You can promote back to vertex uv's after the polyreduce and re-fuse the points if you need to.
Of course this assumes you have vertex uv's in the first place, not point uvs. Though I would assume if you have seams then they would have to be vertex uv's to start with.
You can promote back to vertex uv's after the polyreduce and re-fuse the points if you need to.
The trick is finding just the right hammer for every screw
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- MarcoMeeuwse
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- jsmack
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