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Repaint using edge bleeding

 
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oesponda



Posts: 52
Joined: 24 Mar 2011

PostPosted: Thu Nov 24, 2011 1:46 am    Post subject: Repaint using edge bleeding Reply with quote

Hello Phil, I really love the repaint feature in uvlayout, it has saved me a few times reprojecting existing textures to new uv sets.... thanks a lot for that.

There's a little request on the subject though... most of the time i use edge bleeding in my textures to avoid seams to be rendered and unfortunately the repaint tool doesnt take in account this bleeding. It would be awesome if you could add this as a feature, maybe an extra option in the repaint section.

Right now, the texture is cut exactly where the contour of the shell is, and sometimes the resulting texture shows these tiny (but visible) seams at render time. I can of course bring this new texture to my texturing app and fix the seams, but depending on the number of shells, this can be very time consuming (not as much as re painting the texture hehe, but still)

Does that make sense?


Regards,

Orlando.
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headus
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Posts: 2894
Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Thu Nov 24, 2011 4:05 pm    Post subject: Reply with quote

Yep, I've written other map repaint/extract tools that do a bleed afterwards, so adding it to UVLayout should be easy.

Do you use the Win, Mac or Linux builds of UVLayout?

Phil
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oesponda



Posts: 52
Joined: 24 Mar 2011

PostPosted: Thu Nov 24, 2011 4:34 pm    Post subject: Reply with quote

That's great news!

I'm using UVLayout under Windows (win7 x64 to be more precise hehe)

Im not sure what you mean with "afterwards". Does this mean that the texture is created (cutting where the shell boundaries are) and then as an extra step, an edge bleeding is added depending on the value of the pixels of those boundaries?

If so, i would suggest to add the bleeding to the selection before the actual cut is done... this way the repaint tool would take in account the existing bleeding in the texture, thus the bleeding doesnt need to be created afterwards.

Or maybe having both options makes more sense as not everyone's textures have bleeding. Thing is, in my particular case i would like to reuse/recover the existing bleeding.

What do you think?

Orlando.
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headus
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Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Thu Nov 24, 2011 11:02 pm    Post subject: Reply with quote

"i would like to reuse/recover the existing bleeding"

Ahhh, OK, that's quite a bit trickier; I don't think I can get that into the next release.

The simple pixel bleed is working though, so if you want to try that out, there's a beta release up on the uvlayout.com Support Extras page. In the Repaint panel you'll see a new Bleed value, so if you set that so say 5, then the edge color pixel are simply copied out for 5 pixels around each shell.

Phil
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oesponda



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Joined: 24 Mar 2011

PostPosted: Thu Nov 24, 2011 11:42 pm    Post subject: Reply with quote

Oki, thanks for the quick response and implementation... impressive

Will test it this weekend and let you know, perhaps it's enough the way it is right now as texture bleeding is exactly that at the end, isnt it? hehe.


Thanks again,

Orlando.
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oesponda



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Joined: 24 Mar 2011

PostPosted: Fri Nov 25, 2011 6:47 pm    Post subject: Reply with quote

Awesome!

Works like a charm Phil, thank you very much for your exceptional work, as always!


Orlando.
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headus
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PostPosted: Fri Nov 25, 2011 6:55 pm    Post subject: Reply with quote

"Works like a charm"

Excellent! The pixel bleed post-process is the most basic method, but if its working OK then I'm happy :)

Phil
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secondplace



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Joined: 11 May 2012

PostPosted: Fri May 18, 2012 7:08 am    Post subject: Reply with quote

"i would like to reuse/recover the existing bleeding"

here is a workaround:

create a backup of your original uvs.
scale your uvs by something like 1.05 on the local axis. save them with a new name.
load your new uvs and perform the same scaling.
repaint.
return to the unscaled uvs.

hope this helps Smile
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