Tim.Mo Posted April 19, 2014 Share Posted April 19, 2014 Is there a way to keep the UVs from getting messed up during fracturing? Screenshots to show you what I mean Before: https://www.dropbox.com/s/mssyfu4wt7ubn29/Screenshot%202014-04-19%2009.54.12.png After https://www.dropbox.com/s/iullbfp6figabxt/Screenshot%202014-04-19%2009.54.53.png I know that you can group the geometry that's created to the outside and inside and then unwrap the inside.. to get this result. https://www.dropbox.com/s/0rkqy5cdhap8jtd/Screenshot%202014-04-19%2009.57.56.png Is this the best I can do ? Thanks! Quote Link to comment Share on other sites More sharing options...
eetu Posted April 19, 2014 Share Posted April 19, 2014 It should work better with vertex uvs. You should be able to convert your uvs with an AttribPromote SOP, going from points to vertices shouldn't be a problem. Quote Link to comment Share on other sites More sharing options...
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