miccetro Posted July 8, 2021 Share Posted July 8, 2021 (edited) Hi guys/girls, so I built this voronoi scale set-up for a mesh (see attached file) and would like to transfer uvs from the original base mesh to the scales, I've tried several different look-up methods but nothing has worked thus far. I managed to bother Jonah Friedman on linkedIn who did a similar set-up on a chameleon spot for psyop (see video link attached below) and he said that he'd done that in fabric engine and to copy the uvs from the original mesh he did a closest point lookup, but sadly that has not worked thus far for me. The final model will be texture painted in substance painter. Any help from a some uv and texturing wizard would be much appreciated! OH, AND I THINK I HAD SET THE VIEWPORT STATE TO MANUAL REFRESH, JUST IN CASE SOMEONE DIDN'T REALIZE! TRIPS ME UP SOMETIMES. Psyop scale set-up voronoi_scales_RnD_06_odforce.hip Edited July 8, 2021 by miccetro Quote Link to comment Share on other sites More sharing options...
bunker Posted July 8, 2021 Share Posted July 8, 2021 you can try with xyzdist and primuv: // wrangle (run on vertex) // copy closest UVs // second input is the original geo int prim; vector uv; float d = xyzdist(1,@P,prim,uv); v@uv=primuv(1,"uv",prim,uv); Quote Link to comment Share on other sites More sharing options...
miccetro Posted July 8, 2021 Author Share Posted July 8, 2021 14 minutes ago, bunker said: you can try with xyzdist and primuv: // wrangle (run on vertex) // copy closest UVs // second input is the original geo int prim; vector uv; float d = xyzdist(1,@P,prim,uv); v@uv=primuv(1,"uv",prim,uv); Hey @bunker thanks for responding, This was the first way I tried to do it and I got jumbled overlapping uvs. Would be great if I knew why this was happening. See attached images of original mesh UV and the scales uv after the xyzdist lookup. Quote Link to comment Share on other sites More sharing options...
bunker Posted July 8, 2021 Share Posted July 8, 2021 (edited) I had a look at your file. The UVs are still there after the voronoi, in case you didn't notice. just plug a uvquickshade node... Edited July 8, 2021 by bunker Quote Link to comment Share on other sites More sharing options...
miccetro Posted July 8, 2021 Author Share Posted July 8, 2021 3 minutes ago, bunker said: I had a look at your file. The UVs are still there after the voronoi, in case you didn't notice. just plug a uvquickshade node... hey thanks again @bunker, yeh the uvs are there however, they are a little messed up because of the extrusion that takes place in the for loop, the extruded sides aren't laid out they're just kotched to the left side in the UV view. So I though doing a UV transfer would be the easiest way to solve that issue. It gives very bad results in substance lol. I didn't notice it until that point. Quote Link to comment Share on other sites More sharing options...
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