RE: odd behavior for UV's and SubD?
| Date : Wed, 3 May 2006 09:59:43 +0100 |
| To : <XSI(at)Softimage.COM> |
| From : "Stuart Hall" <hally(at)passion-pictures.com> |
| Subject : RE: odd behavior for UV's and SubD? |
|
Find the Texture Projection in the explorer and toggle off “Smooth when subdividing”, which will stop the boundaries getting smoothed.
Stu
From: owner-xsi(at)Softimage.COM
[mailto:owner-xsi(at)Softimage.COM] On Behalf Of
DeColling, James
Howdy, its been brought to my attention that the way 5.0 is handling merged UV's and Sub-d is a touch odd.
example -
CreatePrim "Sphere", "MeshSurface" CreateProjection "sphere", siTxtSpherical, , , "Texture_Projection" FreezeObj ApplyTopoOp "DeleteComponent", "sphere.poly[16-47]", siUnspecified, siPersistentOperation Duplicate "sphere", , 2, 1, 1, 0, 0, 1, 0, 1, , , , , , , , , , , 0 Scale , -1, 1, 1, siAbsolute, siPivot, siObj, siX, , , , , , , , 0 SelectObj "sphere,sphere1", , True ApplyGenOp "MeshMerge", , "sphere,sphere1", 3, siPersistentOperation, siKeepGenOpInputs TransferAllPropertiesAcrossGenOp "polymsh.polymsh.mergemesh", "polymsh", , True DeleteGeneratorInputs "polymsh.polymsh.mergemesh"
(all it does it cut a sphere in half, merge tighter with overlapped uv's)
now when subdivided there is a stretching across the seam..is this how it should be? It seems to be culling the last few pixels of the texture map
now...local sub-divide the object and everything works as expected
any clues? Only way to currently preview multiple lod's with subd is to bake it down to local....and that kinda blows.
Cheers
James,
--- James De Colling, Senior Artist
|
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