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Post by eric on Aug 30, 2017 1:29:19 GMT
What the title says. I have some mapped obj files with the previous betas and sometimes LoadUV works, other times it dont. I'll send you some files later Remi.
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Post by Remi Arquier on Aug 30, 2017 12:10:37 GMT
Thank you Eric.
Yes please, send me the files with wetranfer.com, remi.arquier@rizom-lab.com.
Note that Load UVs doesn't accept UV topologies when several 3D polygons share the same polygon in UV space. Some rare 3D program handle this configuration, at the time being Unfold3D simply copy the 3D data in the UV space when it find this at load stage.
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Post by eric on Aug 30, 2017 12:29:25 GMT
I sent some OBJs Remi. Hope it isnt a problem with my UVs
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Post by Remi Arquier on Aug 30, 2017 18:54:05 GMT
Thank you eric. I am currently looking at them.
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Post by Remi Arquier on Aug 30, 2017 19:24:01 GMT
Eric,
This is what I said, the OBJ file that doesn't load, has a particularity in their UVs. Some UV polygons are associated to several 3D polygons.
This happens sometimes when you have some objects that have the same topology, for example some buttons of a dress, and all the buttons in 3D space share the same flattened version.
Which mean for example that you cannot use the UVs to make ambien occlusion for example, because for a given specified UV area, you have several ones in 3D.
I am not sure if it is worth to change the behavior of Unfold3D Virtual Space for that case.
What do you think of it ?
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Post by eric on Aug 30, 2017 19:50:26 GMT
Ah, I understand now, but being able to load it when UVs are stacked is a usefull function, especially if you need to go back and edit UVs.
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Post by Remi Arquier on Aug 30, 2017 20:09:26 GMT
When you say "Stacked UVs", I think this is the main subject here (I will rename the post for others).
For me, "stacked UVs" means simply that you have several shells/islands that are similar in topology and geometry, and that you put them exactly at the same place, so that its like there is only one of them in the UV viewport. Unfold3D Virtual Spaces handle that perfectly, there is even a group option for that.
However, I think that for you, "Stacked UVs" means something else, It means there is only one UV shell that is used for several 3D shells. right ?
So now that we have defined more clearly the things: I could implement the support for the second definition, but it would be difficult. I would do it if you would say me that it is important for you and for others.
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Post by eric on Aug 30, 2017 20:29:10 GMT
No, you are correct. We mean the same thing Lets say I have 5 buttons and they all have the same poly count and points, same shape. I always stack them on top of each other to save space on the map.
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Post by Remi Arquier on Aug 30, 2017 21:24:42 GMT
That's fine. I will however put a warning for that. And because for complex reasons it is difficult to "repair" that kind of meshes automatically.
Can I know which 3D program generated this kind of topology ?
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Post by eric on Aug 30, 2017 21:33:04 GMT
I think maybe there is a misunderstanding. Lets say you have a cube with 6 faces and you separate into 6 individual islands because you want the same texture on all islands. I stack all islands so it looks like 1 polygon. Does that make sense? If VS is supposed to be for game models etc, when you have a symmetrical mesh and flip UVs and stack them, wouldn't that be a time waster if you cant edit the UVs later? You basically would have to remap everything.
I use Cinema4D BTW, exclusively.
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Post by Remi Arquier on Aug 30, 2017 22:10:28 GMT
In your cube example, where the 6 sides are disconnected and stacked, you have 6 polygons in UV space. But since the 6 UV polygons are placed exactly at the same coordinates, you'll see only 1 polygon in UV space. But in memory, 6 UV polygons are stored, and if you would move one of them, you'll see the others below. This is just a visibility problem. This case is not a problem for Unfold3D VS. You can stack the UV polygons if you want. I don't see why it would waste time in that configuration, It is still possible to edit the UV later right ?
In your mesh file that doesn't load well, that's different. It's like you have a cube with 6 polygons in 3D, but only one polygon exist in UV space, if you move it, you'll see nothing behind. And while its theoretically possible to handle that kind of meshes, some coding is needed.
Don't hesitate to ask / tell me more about this, I want to be sure that I well understood the thing. I still not sure for now.
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Post by eric on Aug 31, 2017 0:13:51 GMT
I think if you can show me an example of what you mean, or show me the error in my UVs/Model that would probably be a big help to understanding. Thank you! Basically, if I am doing something wrong id like to know so that I can stop reporting it as a bug
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Post by eric on Sept 5, 2017 0:28:02 GMT
In your cube example, where the 6 sides are disconnected and stacked, you have 6 polygons in UV space. But since the 6 UV polygons are placed exactly at the same coordinates, you'll see only 1 polygon in UV space. But in memory, 6 UV polygons are stored, and if you would move one of them, you'll see the others below. This is just a visibility problem. This case is not a problem for Unfold3D VS. You can stack the UV polygons if you want. I don't see why it would waste time in that configuration, It is still possible to edit the UV later right ? In your mesh file that doesn't load well, that's different. It's like you have a cube with 6 polygons in 3D, but only one polygon exist in UV space, if you move it, you'll see nothing behind. And while its theoretically possible to handle that kind of meshes, some coding is needed. Don't hesitate to ask / tell me more about this, I want to be sure that I well understood the thing. I still not sure for now. I understand what you are talking about now, we call those "Overlapping UVs" I tested this theory by smoothing the UVs a bit in an area I noticed was bad, after re sending it to Unfold it loaded fine. Cinema4D and some other applications can handle this fine. Maybe you can add this as a "feature"? It would be handy to be able to say "AH, just a little edit in Unfold and it will be fine!" Otherwise the other solution would be to adjust the UVs in an inferior UV app
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