kwhali
Junior Member
Posts: 56
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Post by kwhali on Aug 28, 2017 5:44:10 GMT
The Normal's Angle seems like it might be good for this, but on a mesh mixed with non planar surfaces(http://unfold3d.boards.net/thread/132/difficulty-controlling-auto-seam-feature), this ends up not working as expected. Perhaps because it's selecting based on edges rather than planar-ish groups of faces and the edge of those groups instead? Ideally I could select the broad planar surfaces with auto seams, cut those and group them to auto seam cut the non planar faces a bit differently. The linked article shows this fireplace mesh where there is some surface details that I can see might confuse auto seams features to cut nicely, perhaps a lower poly mesh with the broader shapes could eliminate those and provide a better guide for where the auto seams could be performed on the original decimated mesh? (with the texture influence feature I requested I think this technique could be done quite well). Here is a few screenshots to show the the planar-ish shapes that I'd like to guide auto seams along:
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Post by Remi Arquier on Nov 23, 2017 16:02:58 GMT
Hi Kwhali
I come back to this thread because I think what Albert is something a bit different in term of context. I understand that you are more focused on *identifying planar parts*, whereas Albert seems like more focused simple planar projection of a given selection or island. Tell me if I am wrong.
What we could do is a polygon selection tool like the "magic wand tool" in photoshop that would select a polygon group using their geometric properties with a tolerance (instead of colors or luminance in photoshop). You would then be able to separate the polygon group using classic cut and they will become an island. Then it would be possible to unfold/optimize the island.
I think we may even further propose to identify more than simple planes, we may also propose to identify cylinders / cones / half-sphere in the same way.
What do you think of it ?
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kwhali
Junior Member
Posts: 56
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Post by kwhali on Nov 25, 2017 0:06:08 GMT
Hi Kwhali I come back to this thread because I think what Albert is something a bit different in term of context. I understand that you are more focused on *identifying planar parts*, whereas Albert seems like more focused simple planar projection of a given selection or island. Tell me if I am wrong. What we could do is a polygon selection tool like the "magic wand tool" in photoshop that would select a polygon group using their geometric properties with a tolerance (instead of colors or luminance in photoshop). You would then be able to separate the polygon group using classic cut and they will become an island. Then it would be possible to unfold/optimize the island. I think we may even further propose to identify more than simple planes, we may also propose to identify cylinders / cones / half-sphere in the same way. What do you think of it ? Hi Remi, yes that would be great, magic wand on radius value for vertex or face normal average or similar. I am unwrapping a large mesh decimated down to 1.5 million triangles right now. U3D has a little performance trouble, on larger mesh I will need to split it prior(u3d doesn't seem to work as well due to treating as separate mesh despite overlapping vertices, so it's autoseams less useful depending on how we slice mesh for game engine. Also seem to affect performance worse). Initial autoseams take about 5 minutes on AMD 1950x(16/32 cores/threads 3.4Ghz), 128GB RAM, Samsung Pro 1TB NVMe SSD, Nvidia GTX 1080ti. Impressed and happy to see some u3d processes use full CPU resources! I had decided to not use Mosaic island feature, for starting auto seams, I set ignore detail to 1 and Mosaic to 3(0.75). It did not make seams on noisy area or seams that were branchy(angle autoseams tends to do this by few edges branching out from desirable longer seam). It missed a few corner edges, and the seams were often noisy in that the topology allowed for some smoother seam lines,instead of zig zag along the angled edge between two planar surface causing some single triangle edge for the awam instead of straighter seam. Not a huge issue but mip maps may not blend as well? We bake 8k texture. A smooth brush or apply tool might be a way to adjust? Besides adding missing edges or fixing up some that mosaic didn't quite get right, I spend time manually split planar cut into square/rectangle shapes to pack better, some very large surface area is mostly square but needs subdivision with uv to pack with comparable texel density across the mesh. Maybe auto seam or magic wand feature could use bounding rectangles to assist? Magic wand tool would be useful on select seam boundary between two islands to merge them, vs select edge, shift select to other side and weld.
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Post by Remi Arquier on Nov 28, 2017 15:24:32 GMT
Kwhali,
Just a check: did you notice that "Protect/attract map" plays a role if your check "Map" in the "Ignore Details" group? It allows to "ignore details" only where you paint the polygons in red.
Thank you for your detailed answers. I saw that you sent us many messages. I didn't answered yet but be sure they will be analysed once urgent things will be coded.
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kwhali
Junior Member
Posts: 56
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Post by kwhali on Dec 6, 2017 2:45:19 GMT
Kwhali, Just a check: did you notice that "Protect/attract map" plays a role if your check "Map" in the "Ignore Details" group? It allows to "ignore details" only where you paint the polygons in red. Thank you for your detailed answers. I saw that you sent us many messages. I didn't answered yet but be sure they will be analysed once urgent things will be coded. I haven't used the protect/attract map feature yet. It would probably help, I will try it with my next environment to filter out and refine auto seams
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