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duckyamuck
Posts: 2
Joined: 11 Nov 2010
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Posted: Thu Nov 11, 2010 1:25 am Post subject: Repaint Map over multiple tiles |
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Hey there,
Firstly, I'd like to say that UVLayout is a HUGE timesaver, and seems to be quite close to simple magic.
That being said, I'm trying to repaint a series of maps that match up to UVs which span across two tiles. I'm a little confused as to how to manage the repainting for both tiles. I am currently bringing in the first of the sequence of maps along with the original geo with UVs. The first map generates to some degree. There is map data that is not moving from the second tile into the first. And then when I try to remap the second map, it gets mapped to the UVs of the first tile.
What am I missing that will get UVLayout to recognize both maps and both UVtiles when using the repaint function.
Thanks in advance,
~tsp
Todd Sheridan Perry
CG Supervisor, Prime Focus |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Thu Nov 11, 2010 1:55 am Post subject: Re: Repaint Map over multiple tiles |
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"What am I missing that will get UVLayout to recognize both maps and both UVtiles ..."
Unfortunately you've missed this paragraph in the User Guide ...
"Currently the Repaint tool only works for single tiles; that is, all
UVs in the original and current mesh have to be contained within
the 0 to 1 UV space."
I haven't tried it, but try scaling all UVs down by a half so they all fit into the 0 to 1 square, then combine your original maps into a single larger map, repaint, then split the resulting map back up into the individual tiles. UVLayout generally only likes square maps, so when creating the larger map it'll need to be 2 by 2, so half of it will be blank, and half your UV space should be blank too.
By the way, there's no fundamental reason why UVLayout couldn't handle multiple tiles at some future point, I just haven't gotten round to coding it yet.
Phil |
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duckyamuck
Posts: 2
Joined: 11 Nov 2010
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Posted: Thu Nov 11, 2010 7:32 pm Post subject: Re: Repaint Map over multiple tiles |
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headus wrote: | [b]"Unfortunately you've missed this paragraph in the User Guide ...
"Currently the Repaint tool only works for single tiles; that is, all
UVs in the original and current mesh have to be contained within
the 0 to 1 UV space."
I haven't tried it, but try scaling all UVs down by a half so they all fit into the 0 to 1 square, then combine your original maps into a single larger map, repaint, then split the resulting map back up into the individual tiles. UVLayout generally only likes square maps, so when creating the larger map it'll need to be 2 by 2, so half of it will be blank, and half your UV space should be blank too.
By the way, there's no fundamental reason why UVLayout couldn't handle multiple tiles at some future point, I just haven't gotten round to coding it yet.
Phil |
Oh man -- I did miss that. In fact, I skipped it altogether and watched your video tutorial. I will give the scaling method a shot and get back to you on it.
Thanks for the coding you've already provided, and I look forward to that point in the future when you implement the multi-tile function.
~tsp |
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