Masoud Posted January 1, 2020 Share Posted January 1, 2020 Hi; To stick UVs to a melting geometry, I tried to transfer vertex UVs from the main geo to my scattered points, but there are some problems shown in the image bellow. How can I solve this? Thanks for helping. UV_Melting_01.hip Quote Link to comment Share on other sites More sharing options...
Atom Posted January 1, 2020 Share Posted January 1, 2020 One way is to try the opposite approach. Instead of trying to copy your UVs to new geometry, use the new geometry to deform the source model, which already has "good" UVs in place. ap_UV_Melting_010120.hipnc Quote Link to comment Share on other sites More sharing options...
Masoud Posted January 2, 2020 Author Share Posted January 2, 2020 9 hours ago, Atom said: One way is to try the opposite approach. Instead of trying to copy your UVs to new geometry, use the new geometry to deform the source model, which already has "good" UVs in place. ap_UV_Melting_010120.hipnc Hi "Atom", Thanks for reply, but I want to use that workflow in a Flip-Fluid simulation, so deforming the geometry using a "Point Deform" SOP, seems not a good idea. Quote Link to comment Share on other sites More sharing options...
Atom Posted January 2, 2020 Share Posted January 2, 2020 I went through this, trying to melt an iPhone model. Basically you promote all attributes to point, then after the simulation, you promote the attributes back to their appropriate context (i.e. UVs->Points->Vertex). Make sure you adjust the attribute forwarding fields on the compress node, as well as the surfacing node. Quote Link to comment Share on other sites More sharing options...
Masoud Posted January 4, 2020 Author Share Posted January 4, 2020 Hi Atom; Actually, to figure out what's wrong with my UV, I tried to transforming UV attribute from a non-deforming geometry, to the same geometry, but I can't figure out why the output is different: UV_Transforming_01.hip Quote Link to comment Share on other sites More sharing options...
anim Posted January 4, 2020 Share Posted January 4, 2020 it's different since transferring vertex UVs is not trivial and Attribute Transfer uses very naive approach that it guaranteed to not work if you have any seams the reason is that at the seam 2 or more vertices attached to the same point have different UV values, however since Attribute Transfer uses spatial proximity to sample values it will assign the same value to all vertices that share a point since they have the same P you may have more success with GameDev UV Transfer Quote Link to comment Share on other sites More sharing options...
KarlRichter Posted January 5, 2020 Share Posted January 5, 2020 See attached for an example .hip of a simple method to preserve UV seams in a flip sim: UV_to_FLIP.hipnc 3 2 Quote Link to comment Share on other sites More sharing options...
Masoud Posted January 11, 2020 Author Share Posted January 11, 2020 (edited) Thank you "KarlRichter"; Edited January 11, 2020 by Masoud Quote Link to comment Share on other sites More sharing options...
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