EdArt Posted April 9, 2021 Share Posted April 9, 2021 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. Quote Link to comment Share on other sites More sharing options...
anim Posted April 10, 2021 Share Posted April 10, 2021 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 1 Quote Link to comment Share on other sites More sharing options...
EdArt Posted April 10, 2021 Author Share Posted April 10, 2021 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. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.