probiner Posted December 18, 2021 Share Posted December 18, 2021 (edited) Given weighted (colored red:x, green:y) polygon islands if I use the UV Layout SOP, the colors will have somewhat random distribution: Now, what I'm wondering is if there's an already established way to have the packing respect an attribute (vector2 or 2 floats) to sort the uv islands according to one or both values in the respective axis. Here's a mock-up: Even if I don't use UVs and do some simulation, it's not sure how I would go about to have the, let's say cylinders, fill a space and respect sorting. Scene: PRB_WeightedPacking.hiplc Cheers prb Edited December 18, 2021 by probiner Quote Link to comment Share on other sites More sharing options...
konstantin magnus Posted December 24, 2021 Share Posted December 24, 2021 Matt published a perhaps suitable packing method called "Pack fattest to thinnest boxes": https://www.tokeru.com/cgwiki/index.php?title=ForLoops Quote Link to comment Share on other sites More sharing options...
vinyvince Posted December 26, 2021 Share Posted December 26, 2021 Yes, UV layout is a complex operation to build from scratch , if you are interested, you could learn more about the theory there by looking for this paper Least squares conformal maps for automatic texture atlas generation" by levy et al, https://members.loria.fr/Bruno.Levy/papers/LSCM_SIGGRAPH_2002.pdf I agree with Konstantin Solution, looks like a solution to me. Matt delete a random piece, but you could establish rule and as copy on the UV 0.1 space Quote Link to comment Share on other sites More sharing options...
probiner Posted December 27, 2021 Author Share Posted December 27, 2021 (edited) On 12/24/2021 at 10:03 AM, konstantin magnus said: Matt published a perhaps suitable packing method called "Pack fattest to thinnest boxes": https://www.tokeru.com/cgwiki/index.php?title=ForLoops Thanks, but can't use this dart throwing method in my case, since I have a fixed set of islands to pack, so I can't just delete part of them for not fitting. It's a useful method, just not for my case. On 12/26/2021 at 2:41 PM, vinyvince said: Yes, UV layout is a complex operation to build from scratch , if you are interested, you could learn more about the theory there by looking for this paper Least squares conformal maps for automatic texture atlas generation" by levy et al, https://members.loria.fr/Bruno.Levy/papers/LSCM_SIGGRAPH_2002.pdf I agree with Konstantin Solution, looks like a solution to me. Matt delete a random piece, but you could establish rule and as copy on the UV 0.1 space As mentioned above, deletion method won't do for me. Thanks for the link about LSCM, I'll see if it inspires me to get something functional going. But let's see if some ready made approach surfaces Cheers prb Edited December 28, 2021 by probiner Quote Link to comment Share on other sites More sharing options...
Keshaw singh Posted May 23, 2022 Share Posted May 23, 2022 you can find this solution in mops system Quote Link to comment Share on other sites More sharing options...
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