LEO-oo- Posted November 2, 2007 Share Posted November 2, 2007 Left: UVpelt - Right: UVwrapLSCM The seams are the same. Quote Link to comment Share on other sites More sharing options...
edward Posted November 2, 2007 Share Posted November 2, 2007 I haven't really paid attention but do any of these methods take into account the curvature information on the geometry? Quote Link to comment Share on other sites More sharing options...
sibarrick Posted November 2, 2007 Author Share Posted November 2, 2007 (edited) LSCM and the ABF flavour are entirely angle based. What they try to do is match the internal angles of the polys in uv space with those in 3D space. What it doesn't do is take into account the area of the polys so you still get stretching issues, as we can see in the bunny ears in the previous post. It looks like the main difference to UVpelt is there is no need to specify a frame, the edges in uv space are completely unconstrained. This is most noticeable on less organic examples like the cube which unfolds very nicely into the classic cross shape as used in environment maps. Its interesting though that although the uv pelt looks more distorted in uv space the renders with the checker on in 3d actually look better, certainly the ears seem to have a better distribution on them. Edited November 2, 2007 by sibarrick Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted November 2, 2007 Share Posted November 2, 2007 I tested a few UVuniforum-SOPs - the UVpelt-model looks like this Left: UVpelt - right: UVplet plus 3x UVuniform With the UVunwrapLSCM-SOP and UVuniform I got an empty UV-port Quote Link to comment Share on other sites More sharing options...
sibarrick Posted November 2, 2007 Author Share Posted November 2, 2007 Strange.... its not like the uvuniform should know or care what sop generated the input... it does expect the uv range to be 0-1. If you don't use the range control on the uvunwrapLSCM then it probably won't be in that range. Is that the problem? Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted November 3, 2007 Share Posted November 3, 2007 I have in uvunwrapLSCM the range control on and use 0.1 - 0.9 - I use the same in the UVuniform. I tested also a range 0-1 - same result... Quote Link to comment Share on other sites More sharing options...
sibarrick Posted November 3, 2007 Author Share Posted November 3, 2007 Better post a hip file, that's very weird... Quote Link to comment Share on other sites More sharing options...
sibarrick Posted November 4, 2007 Author Share Posted November 4, 2007 Added support for defining seams using an attribute. TextureUnwrap.zip Quote Link to comment Share on other sites More sharing options...
sibarrick Posted November 11, 2007 Author Share Posted November 11, 2007 All future updates will only be posted over on houdinitools I've added an option to output a group of the geometry that has been unwrapped as defined by the seams and the hint primitive. I've also updated uvuniform to support groups and made some other improvements to it. Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted November 12, 2007 Share Posted November 12, 2007 I will check this later! I found Ultimate Unwrap - the pelt-results are similar to the peltSOP. The handling in LSCM-module is quiet uncomfortable. But I found this tutorial and I like the idea, how they do this with lock and straighten of the UVs. Quote Link to comment Share on other sites More sharing options...
sibarrick Posted November 12, 2007 Author Share Posted November 12, 2007 (edited) Yeah unfortunately I'm having to fight with the way houdini handles these types of interaction via the hdk. Hence the need for 2 sops and an edit inbetween. I would have to duplicate the functionality of the uvedit sop inside my sop otherwise, which I don't really fancy doing as its too much work for a "free" tool. The idea here's is that in cases where having it procedural is more useful at least there is a way to do it. For other cases you may well be happier outputing to obj and using an external program. Personally I just like having everything in one place and a full history of what I did. That work flow they show in the tutorial should work with my sop. Just edit vertex uv positions with the edit sop instead of editing poly positions and then only set 2 pins. 2 is the minimum number for LSCM regardless of implimentation. Actually I was toying with the idea that I should auto detect all open edges as seams, I don't think that would be to hard. In fact it may already work if you just don't put anything in the edges field, or only supply edges that aren't already open. Edited November 12, 2007 by sibarrick Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted November 12, 2007 Share Posted November 12, 2007 I understand - was only an idea. And your SOP is much more comfortable in my eyes Quote Link to comment Share on other sites More sharing options...
Tesla's fan Posted July 14, 2014 Share Posted July 14, 2014 H13 how to installer? Quote Link to comment Share on other sites More sharing options...
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