nicoladanese Posted October 11, 2018 Share Posted October 11, 2018 hey! is there a simple way to fit the UV into the 0-1 space? cheers! Quote Link to comment Share on other sites More sharing options...
StepbyStepVFX Posted October 11, 2018 Share Posted October 11, 2018 I may not understand well the question, because telling you there is a wonderful node called UV Layout (in SOP) that pack the uv islands into the (0,0) to (1,1) UV space seems too simple :-) What do you mean by fitting the UV into 0-1 space ? Quote Link to comment Share on other sites More sharing options...
nicoladanese Posted October 11, 2018 Author Share Posted October 11, 2018 hmmm my question it might be even more stupid I don't deal with UVs so much...thing is I dropped a UVtexture with texture type set to face, and uvs are fine, except they are way outside of 0-1. if I drop a uv layout they are into 0-1 but also different (obviously). I just want to fit them (scale them) into 0-1 Quote Link to comment Share on other sites More sharing options...
StepbyStepVFX Posted October 11, 2018 Share Posted October 11, 2018 Okay, then try UV Transform SOP node, and use the scale until they fit within the appropriate range. But if you need to match specific UV layout (ie. if you cannot eyeball the scaling so that it fit within the 0-1 boundaries), then consider transfering uvs from one object who has the target UVs toward the object you are working on. But if you just need them to be fit within the range, eyeballing it, then UV Transform is your friend. Quote Link to comment Share on other sites More sharing options...
nicoladanese Posted October 11, 2018 Author Share Posted October 11, 2018 that's what I was doing...I was hoping for something a little more procedural! Quote Link to comment Share on other sites More sharing options...
StepbyStepVFX Posted October 11, 2018 Share Posted October 11, 2018 Very easy :-) You can add : - a first Promote SOP from vertex/point (depending on where UV are stored) to Detail, renaming the uv.x to MaxU and using the "Maximum" promotion method. - a second Promote SOP from vertex/point (depending on where UV are stored) to Detail, renaming the uv.y to MinU and using the "Minimum" promotion method. - a third Promote SOP from Detail to vertex or point (cf. supra) on the attribute MaxU - a fourth Promote SOP - same as above - with MinU Do the same for v (uv.y) Then use a VOPSOP or a Wrangle with a fit function on UV, to remap from MaxU and MinU to 0 - 1 and the same with a MaxV MInV to scale on the other dimension Quote Link to comment Share on other sites More sharing options...
nicoladanese Posted October 11, 2018 Author Share Posted October 11, 2018 aww thanks! I didn't think about vops! I guess wrangle can do the same! Quote Link to comment Share on other sites More sharing options...
anim Posted October 11, 2018 Share Posted October 11, 2018 you can also just use UV Transform SOP: Transform Order: Trans Scale Rot Translate X: 0.5-$CEX Translate Y: 0.5-$CEY Scale X: 1/$SIZEX Scale Y: 1/$SIZEY Pivot XY: 0.5 5 2 Quote Link to comment Share on other sites More sharing options...
StepbyStepVFX Posted October 11, 2018 Share Posted October 11, 2018 (edited) Brilliant, and neat of simplicity :-) Edited October 11, 2018 by StepbyStepVFX Quote Link to comment Share on other sites More sharing options...
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