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UV transfer between totally different meshes


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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 by miccetro
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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.

orig_geo_uv.png

jumbled_scales_geo_uv.png

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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.

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