kwhali
Junior Member
Posts: 56
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Post by kwhali on Aug 28, 2017 5:14:45 GMT
I've been given a test mesh from an artist to evaluate Unfold3D with compared to Unwrella. They presently just set a stretch factor with Unwrella. The meshes are triangle dense scanned meshes that are decimated. As we're working with alot of this, we'd like to automate the unwrap where possible. The art team is reasonably happy with Unwrella but being able to automate via Lua or C++ would be nice, the UDIM and packing features Unfold3D is also of interest. Here is a Google Drive link(I can use another source if you prefer, 3-4MB in size): drive.google.com/file/d/0B5CgwOR4W-ozall6U2ZDQ2Y0dkU/view?usp=sharingYou can see that the mesh has some large flat areas(hard surface) as well as some more smaller decorative details. I've been trying Mosaic(Hierarchical is a bit problematic with this mesh, but perhaps it's more appropriate?), for planar like surfaces the auto-seams feature seems to have trouble cutting these well. It also makes many small cuts on the decorative areas where I'd like it to be a little bit more relaxed(if I could influence this with a baked map like how protect painting works this might help). There are some very small questionable cuts(these might be what "Select Handles" highlights, not sure what this feature is doing/showing?), I have no idea why the software is making these cuts and would rather it didn't. I have tried a variety of settings with different Mosaic levels and Disto Control, perhaps I'm missing something? Related thread with additional screenshots(request for better planar auto seams with mask guide): unfold3d.boards.net/thread/135/planar-auto-seams
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Post by Remi Arquier on Aug 28, 2017 9:47:45 GMT
Hi Kwhali, Firstly thank you for giving a try to our software, provide screenshots and a mesh file. I did some tries also on your mesh and I don't have good results also for the segmentation / cut process using the current flow. However, I loaded the mesh into blender, I added a very basic smooth operator on the mesh. Then loaded it into Unfold3D VS. The applied Mosaic with force "3". And here is the result: Maybe it is better for you ? If it fits, I can add that smooth operator directly inside Unfold3D Vs as a pre process of Mosaic. By chance those algorithms are rather easy to implement. Do you think it worth ? Whatever, thank you very much for your precious help.
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kwhali
Junior Member
Posts: 56
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Post by kwhali on Aug 28, 2017 9:57:24 GMT
Ideally the artists would like to not lose more mesh details from their decimation process, so I'm not sure how they'll feel about applying the smooth. It could be neat if Unfold3D could do the smooth process and transfer those seams back to the original loaded mesh? I'll try get you the unwrella UV set for comparison.
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Post by Remi Arquier on Aug 28, 2017 11:14:12 GMT
Of course the smooth operation would be applied only in a temporary mesh used in the process. In my mind, and how I see the thing, you will even not see the smoothed version. The purpose of Unfold3D VS and RS is to edit UV space and never change the 3D data. Users would obviously keep the details.
But do you like the resulting UVs ?
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kwhali
Junior Member
Posts: 56
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Post by kwhali on Aug 28, 2017 13:39:13 GMT
Sounds good to me if the method has good results. We have plenty of assets created via photogrammetry point clouds that we can test with. If you'd like some more example meshes I can look into getting those available to you
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Post by Remi Arquier on Aug 28, 2017 15:00:42 GMT
That really nice, however could please tell me if the result I posted could fit to you ? (have a look at the thumbnail on my previous message). I don't have any feedback on that from you. Just to know if it look better. Thank you for the proposition of the meshes, you can send me them using wetransfer.com/, my email is remi.arquier@rizom-lab.com
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kwhali
Junior Member
Posts: 56
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Post by kwhali on Aug 29, 2017 2:09:02 GMT
It does looks a bit better, but you're still getting really tiny islands which I'm not sure how useful those are? The inner fireplace has a rather planar shape around the arch that autoseams has a bit of trouble seeing as a good shell/island to cut, then cutting the arch within it. The bars in the arch make sense to cut into islands, but not sure what all the tiny ones are from or why they're being cut instead of belonging to a bigger island(avoiding distortion I guess).
I am not in at the office today but will look into getting you some more sample meshes sent your way with unwrella results to compare against(if Unfold3D could do as good or better they'd be happy I think, unwrella also makes small islands, though not as much as Unfold3D currently outputs).
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Post by toolguy on Sept 3, 2017 0:17:19 GMT
Sorry to butt in, ignore me if this is off the angle of approach here, plus I am going to have to rush this post before the people waiting for me have my head .. -- [ Automation and tools for this area of product strength ] - If UNfold3D were to handle the duplication of mesh, the user specified angle of smoothing per mesh (possibly including within fast-painted masked areas mentioned lower in this post)perhaps even including some logic regarding intuitive pace and minds of artists(esp. indies) like.. disallow seam connections within mask color red .. enforce unfold3d auto algo to 80% in color mask green ..etc etc).. This would allow the users to decipher how the system can handle the meshes for their desired end results. - Fine tuning is natural, but providing maths of mayhem stirred into intuitive logic choices allows for order within the chaos for thousands upon thousands of users' expectations. AND.. include a super simple brush tool for pseudo-masking(temp mask only for this smoothing concept) the areas to avoid the automated splits, with a 0-100 slider scale(user set) as to either force the unfold3d to listen or to take liberties as seen fit by the algo.. of course, with respect to the logic options/limits provided/selected by users. ► I am sure that reads like a mess of crazy..I'd never post that anywhere else. I apologize for rushing through this post as I am on my way out the door right now...I can and will extend on this...I'll sum up... If this sounds like a good suggestion, I would fill out a proper feature suggestion with images and such. [This is how I have built a 3dsMax maxscript unwrap automation tool. I have it spaghetti-wired into other automation tools like multires handlers and such. ]
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Post by Remi Arquier on Sept 4, 2017 8:31:06 GMT
Hi Toolguy, kwhali
Your post contains interesting information, It will take some time for me to process that but I will once the software will be stabilized again. Whatever, thank you very much for that.
What I could do in a first time, is to use the Protect/Attract weight map, witch is currently only used by the "Hierarchical" algorithm, be also used for the "Mosaic" one in a similar way:
More precisely, the weight map, which could be defined using classic brushes, could control the force of a smoothing algorithm that would be applied before the cut. So, the areas that would be painted would be then smoothed, and therefore not be cut since they don't have anymore details. Areas that would not be painted would keep their details, and be potentially cut as before.
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