perfect uv's on sphere

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Hi,

i am dropping a sphere node, a uv texture node with polar and the uv seems are pretty bad at one edge, how can i get perfect uv's on a sphere? Attached is an image


Edited by schiho - Oct. 6, 2016 15:33:03
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use a UV Project instead
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hit the ‘Fix Boundary Seams’ checkbox…
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Hey cpb, this only works if you use “vertex” as the attribute class on the “UV Texture” Node. However i am using a ray sop to transfer the UV's to another object, but then of course the uv attributes are promoted automatically to point attributes and the seams are back. Any Ideas?
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see attached,
vertex-split and open torus work, both split the geometry though…

Attachments:
mapped_sphere.hiplc (138.9 KB)

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I'm also interested in this method. We want to projected seamlessly on this bass model.



I was thinking polar or cylindrical UV projection would be best. This way textures can keep wrapping around the body portion seamlessly.

I've experimented with UV Flatten but this has a seam. Maybe I'll try UV Pelt again.
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see attached.
transfer UVs with curves.

Attachments:
uv_using_curves.hipnc (201.1 KB)

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