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EdArt

UVs and connectivity

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Is there any "real" attribute in a mesh that defines how vertex UVs are connected together?

Or is it only implicit, so if two vertex UVs have the same position, they are considered merged?

For contrast, in Maya a UV set is considered its own pseudo mesh, with the same UV point connecting to multiple face vertices, its own distinct topology buffers etc.

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3 hours ago, EdArt said:

Or is it only implicit, so if two vertex UVs have the same position, they are considered merged?

this

however you can get island id's using Connectivity SOP in uv connectivity mode

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I figured so, thanks. I guess Houdini also has primitive groups to solve the ambiguities that could arise out of it, but it's interesting that depending on how your uvs move or unfold, random uv points could end up sticking together because they happen to be on top of each other.

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