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Transfer UV after a topo transfer


AntoineSfx

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I can't see an obvious way to transfer the UV to a geometry after it's been Topo Transfer'ed

The UV are attached to a topology, and there is a big topology change after the Topo Transfer. The only texture UV that exist are the one from the source geometry branch.

I can see something like recreating the UV boundaries from the target geo as an edge group, the using this group in UVFlatten so that the uv islands on each branch have the same topology, making it possible to map it to the source. But i haven't tested that

To clarify: 

Mesh 0 : dude with jeans, has a random topo and a good texture and surface

Mesh 1: same surface in 3d space, but UV and topology from Tommy

Mesh 2: Tommy

 

I'm looking for a way to get the UV from Mesh 0 on Mesh 1,  but they have a totally different topology..

 

topo.png

Edited by AntoineSfx
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that should be super easy man - just use Labs UV Transfer SOP. plug Mesh 1 to first input, and Mesh 0 to second input. it will transfer uvs from Mesh 0 to Mesh 1. there are pretty much no settings, and as far as I have been using it, it always worked as a charm. The only prerequisite is that the shapes of the objects must be "the same" (or very similar). But the topology can be whatever. 

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5 hours ago, davpe said:

that should be super easy man - just use Labs UV Transfer SOP. plug Mesh 1 to first input, and Mesh 0 to second input. it will transfer uvs from Mesh 0 to Mesh 1. there are pretty much no settings, and as far as I have been using it, it always worked as a charm. The only prerequisite is that the shapes of the objects must be "the same" (or very similar). But the topology can be whatever. 

That solved the problem.

I had to uninstall SideFX Labs because it was throwing Python errors randomly, but I know it can be done. Thanks.

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