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Post by chrisell on Aug 7, 2017 16:24:05 GMT
When unwrapping one particular shape, I got the following (pic). You can see two rectangular holes and the corresponding polygons sitting off to one side. Unfold3D seems to think these are separate islands but they're not. I've tried picking the edges and 'w' to weld but that only works within an island - not between islands. Is there a way I can force these "floating" polygons to properly weld / stitch where they're supposed to be ?
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Post by Remi Arquier on Aug 7, 2017 17:42:03 GMT
Hi Chrisell,
Don't know why theses parts are separated. It may be because the 3d topology have non manifold edges (edges that share more than 2 polygons). Unfold3D detach them when importing. Or it may come that they are separated in the 3d topology. I cannot say more about this, unless you send me the model.
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Post by chrisell on Aug 8, 2017 13:41:00 GMT
Hi Chrisell, Don't know why theses parts are separated. It may be because the 3d topology have non manifold edges (edges that share more than 2 polygons). Unfold3D detach them when importing. Or it may come that they are separated in the 3d topology. I cannot say more about this, unless you send me the model. I think I found the problem - that row of polygons had somehow become duplicated so there were identical polygons on top of each other in the mesh. When I removed the duplicates and re-welded the vertexes in the model, unfold3D was much happier and unwrapped the island perfectly.
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Post by Remi Arquier on Aug 8, 2017 15:27:51 GMT
Okay, so I understand that problem came from your model and not from Unfold3D.
Thank you for reporting the solution of that case to other users. Really appreciated.
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kwhali
Junior Member
Posts: 56
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Post by kwhali on Sept 22, 2017 11:57:15 GMT
Hi Remi, if Unfold3D is able to behave like that because it detects non-manifold geo, could those affected polygons/edges be colourized/outlined in some way to make that more apparent?
I've been unwrapping decimated photogrammetry meshes(mix of manual and auto seams feature, results are superior to unwrella!) and I think I've ran into problems like this before, many single triangles exist in the unwrap as their own uv shells, trying to identify where they belong and if they can be merged to their proper uv shells is difficult to tell so I just leave them, but there is hundreds.
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Post by Remi Arquier on Sept 22, 2017 12:03:18 GMT
Hi Kwhali, Thanks for the feedback. I am currently on a bug on the UV channels management. Once it's done I investigate this one. BTW, If you have some screenshots about what you do (not related to that problem), it would be really great to post them there unfold3d.boards.net/board/16/showcase
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Post by Remi Arquier on Sept 22, 2017 14:03:59 GMT
Kwhali
Actually non manifold geos get their problematic vertexes colored in orange in the viewport, you have also a list of coordinates that appears in the log (hit 'L' to see it). It seems that some of theses errors are not shown when you load with UVs. Try simple "Load" if you don's see anything.
and don't hesitate to tell me if you need more.
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kwhali
Junior Member
Posts: 56
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Post by kwhali on Sept 23, 2017 14:27:18 GMT
Kwhali Actually non manifold geos get their problematic vertexes colored in orange in the viewport, you have also a list of coordinates that appears in the log (hit 'L' to see it). It seems that some of theses errors are not shown when you load with UVs. Try simple "Load" if you don's see anything. and don't hesitate to tell me if you need more. If orange I probably did not notice since I get alot of uv island outline(and cuts in 3d viewport?) as orange. Maybe a more distinctive colour would help, or some warning symbol like that triangle with `!` inside it appearing in a corner that I can click to disable/ignore. Mesh Information could also include info on number of non manifold/problematic vertices(a way to easily select/locate them might also be useful since I deal with very heavy meshes at the moment. I have noticed since updating(previously I was on version 0.10.9 and started noticing my uv changes hadn't been saving properly, glad that is fixed! ) that mesh with bad geometry is getting warning pop up on load now(this is good), it is good to let me know about it, but did not give much info or help me know where it is to try fix it.
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kwhali
Junior Member
Posts: 56
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Post by kwhali on Sept 23, 2017 14:35:53 GMT
Hi Kwhali, Thanks for the feedback. I am currently on a bug on the UV channels management. Once it's done I investigate this one. BTW, If you have some screenshots about what you do (not related to that problem), it would be really great to post them there unfold3d.boards.net/board/16/showcaseI'll try contribute some screenshots for your show case I'm not sure what I can get approved at work, I'll try get some pieces like the fireplace in there though and if I get time to do my own photogrammetry environment will also share there! Would you like a comparison of before/after UVs? Currently our artist has some settings in Maya with Unwrella but the quality is nothing like what Unfold3D has been putting out, so I think the artist is getting very interested in this software too now I could show the UVs(spread over UDIM tiles) and checkboard + red/blue stretch from the 3D viewport.
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