magneto Posted March 29, 2012 Share Posted March 29, 2012 I have this NURBS surface but I can't get rid of the UV stretching in the middle section. I have tried all the options in the UVTexture SOP. Is there any way I can make the mapping uniform? Here is the pic (made the wireframe bigger for clarity): Quote Link to comment Share on other sites More sharing options...
thekenny Posted March 30, 2012 Share Posted March 30, 2012 basisSOP? 1 Quote Link to comment Share on other sites More sharing options...
magneto Posted March 30, 2012 Author Share Posted March 30, 2012 Thanks Kenny. I also tried that, with a lot of options, but didn't really change anything. This is 2 grids with a simple Fillet, so not sure how else I could correct this problem. Quote Link to comment Share on other sites More sharing options...
bloomendale Posted March 31, 2012 Share Posted March 31, 2012 it's because each surface has its UVs from 0 to 1, but fillet surface is much smaller in one coord so texture stretches. I think you need to unwrap them so that every surface has its UVs according to actual length and not the internal coords. Quote Link to comment Share on other sites More sharing options...
magneto Posted March 31, 2012 Author Share Posted March 31, 2012 Thanks, I actually tried all the options in the UVTexture SOP, including arc length unwrapping but still similar stretching occurs. I don't know how else I can unwrap using arc length, etc. Quote Link to comment Share on other sites More sharing options...
zarti Posted March 31, 2012 Share Posted March 31, 2012 im afraid there isnt much you can do to correct 'the stretching' , unless you keep refining the NURBs hulls until those match as much as possible with the NURB surface . click on 'show primitive hulls' button and you wll see who dictates the UV 'intensity' . suggestion ; try increasing the splines Order on FilletSOP and things wll be a bit better . you can use other similar refinement tools too . -- anyway ive attached an example( more like a concept )on how you could UV 'continuously' more extreme fillet cases .. =) - - - uved_uv.hipnc - .cheers 1 Quote Link to comment Share on other sites More sharing options...
magneto Posted April 1, 2012 Author Share Posted April 1, 2012 Thanks zarti, great example. Will check it out now Quote Link to comment Share on other sites More sharing options...
thekenny Posted April 2, 2012 Share Posted April 2, 2012 was worth a shot. you would have to rebuild the surface through a series of most likely messy networks to ensure an uniform distribution so you uvs would be consistent. WHICH is probably what is in the last example file posted. good luck -k Quote Link to comment Share on other sites More sharing options...
magneto Posted April 2, 2012 Author Share Posted April 2, 2012 (edited) Zarti's example is amazing. He didn't rebuild the surface though, just measured and scaled the UVs in the Fillet accordingly, based on the ratio of the first grid's UVs. Edited April 2, 2012 by magneto Quote Link to comment Share on other sites More sharing options...
zarti Posted April 2, 2012 Share Posted April 2, 2012 additionally , the quickest ( and maybe the safest ) way of refining the hulls wd be to : > add a convert applied only to the fillet NURB ( converting it to polygons ; generating 'high-fidelity' hulls ) > add another convert only to the latest polygons ( converting fillet part to NURB again ) > use again carve-measure combo to seamlessly and continuously generate UVs yet in theory .. =) 1 Quote Link to comment Share on other sites More sharing options...
magneto Posted April 2, 2012 Author Share Posted April 2, 2012 Thanks zarti, you come up with great tricks Quote Link to comment Share on other sites More sharing options...
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