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fit UV into 0-1


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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

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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.

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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

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