Neikke Posted February 24 Share Posted February 24 (edited) Hi, Let's say I have a standard spherical cubemap represented by 6 standard maps (masks), is it possible to come up with some tool or a vex script to stitch all of them between each other's edges by interpolating pixels over some distance near adjacent edges so that when this cubemap is mapped onto a sphere (planet) all of the planetary sides are seamless between each other? So basically I need to convert this: to this: To break it down even more clearer here's what I want to happen on each side of adjacent edges of neighbouring maps: Any help and advice will be highly appreciated! Thanks a lot in advance! Edited February 24 by Neikke Quote Link to comment Share on other sites More sharing options...
vinyvince Posted February 24 Share Posted February 24 -One possible option is to build your mask and use impaint using texture synthesis houdini. -Or hard way, try to recreat thesmealess connection with houdini swiss kniff.. like extract the curves from your brush stroke; attach brush looks to each, then after you came back to a more classic problem of blending curves with continuity... Hard but possible... -Or solve the problem before you reach that point ! Quote Link to comment Share on other sites More sharing options...
Neikke Posted February 26 Author Share Posted February 26 Oh ok thanks! But it looks like I might need more hands-on instructions for example even for the first option Quote Link to comment Share on other sites More sharing options...
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