[Sidefx-houdini-list] uvunwrap ...
darran at edmstudio.com
Sun Apr 29 02:05:33 EDT 2007
Looking at the results of the uvunwrap SOP applied to some of our
architectural-like objects, we're seeing a lot of wasted texture space.
There are two main causes:
1) Thin polys that, for some reason, are diagonally oriented in uv
space. As the packing algorithm uses a rectangular bounding box for
each polygon, a thin diagonal poly in uv space is extremely wasteful.
2) 2 triangles that should form a quad in real space are often mapped to
separate locations in uv space (thus using twice as much uv area as
1) Is there a secret to avoiding diagonally mapped polys in uv space?
(At first glance, I wonder why the packing algorithm can't rotate these
objects to minimize the bounding box size?)
2) Is it possible to automagically join two triangles that constitute a
planar quad back into a quad? (It would mean recognizing that two
triangles share an edge and are mirror versions of each other.)
Darran Edmundson [darran at edmstudio.com]
Interactive visualization for museums and industry
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