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Problem with UVs after fracture


Square

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Hi guys,

I have a problem with my workflow Maya -> Houdini ->maya.

Let's suppose I've modeled an asset in Maya and then I want to fracture it; I usually import it as an alembic, do my fracture, create UVs for the inside faces, etc... and then ROP it out as another alembic, keeping my original UVs and hierarchy intact.

Super simple setup example

graph.png.8a0453caef9939e8ae8bf991e7d0ccc3.png

Now, the problem is that the original UVs, have the new seams for the fracture, but some points are fused together.

This creates some manifold error in Maya and means extra steps to fix it; also, inspecting the UV connectivity in Houdini, all the outside parts appear to be under the same island.

There is a way in Houdini to split the UV island into the individual fractured parts, even if the shells when points are overlapping?

What I get

singleIsland.thumb.png.362872784191d89a3507b03d0eabf87e.png

 

What I expect (created adding a cutPlaneOffset under the voronoi node, but is something that I don't want to do)

what_I_expect.thumb.png.9fb243d00fed265fd7bbcb04fdf5db84.png

 

Walkaround that I've found:

  1. ROP out an OBJ doesn't have this issue, but the OBJ can't store a hierarchy like an alembic
  2. Add a unique path attributes to each fractured piece, but then I need to re-combine the object in Maya and re-adjust the hierarchy (and Maya don't behave well with tons of shapeNodes).
  3. If I cycle over each fractured piece and shrink the outside UV shell, then the points don't overlap anymore and I end up with the right divisions, but I don't want to touch my original UVs

Hope it makes sense, I attach some screenshot and a hip file.

Thanks,

D

 

 

fractureTest_v001.hipnc

originalUVs.png

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