Is it possible to get autoseams to work like MeshMixer?
Jan 26, 2018 3:05:08 GMT
joshpurple likes this
Post by kwhali on Jan 26, 2018 3:05:08 GMT
In December I was working on an environment and I didn't seem to get great results with the current auto seams tools to get the base seams to start unwrapping with. I had used MeshMixer and remembered the face groups clustering feature, it's not perfect but was giving much nicer separations of the environment mesh than Unfold3D was providing. It comes with two different methods along with tweak settings, applying is also much faster than I've found Unfold3D to be on a mesh like this(around 2 million triangles, it allowed for fast iterations/experimenting to find the right mix.
I ended up using both methods it offered, one for the majority of the environment and the other for the roof/ceiling which is mostly flat with half cylinder like shapes. I then brought this into maya and projected via camera a UV set that I could transfer to the original mesh(MeshMixer split each face group/colour into it's own separate mesh to make it easy to convert to UV, not required if you implemented in U3D). With the UV seams transferred to the full mesh, I then bring it into U3D to unwrap and optimize + layout, then begin fine tuning(I think I used auto seams again with better results now that base seams were better defined thanks to MeshMixer. Despite very good hardware (AMD ThreadRipper 1950X, Nvidia GTX 1080Ti, 128GB RAM, Samsung 960 Pro 1TB NVMe SSD), performance was still an issue with handling 2 million triangles, so I split the environment into several pieces(walls/roof/etc), and recombined in Maya afterwards for UDIM packing and baking point cloud data to "low poly".mesh.
TL;DR: It'd be great to see this MeshMixer feature as part of the Auto Seams functionality in U3D!
Note the ceiling in the screenshot is not facegroups used, this was a screenshot from MeshMixer before I thought of separating the mesh into two pieces(since the two methods didn't work well on both areas). The face groups generated are not perfect for either as well, but was easy to merge either in MeshMixer or via U3Ds features(displaying the islands with different colours and selecting islands to merge shared seams )
Here is the documentation on the MeshMixer feature(Edge and Normal angles are the two method types mentioned above): www.mmmanual.com/generate-face-groups/
I ended up using both methods it offered, one for the majority of the environment and the other for the roof/ceiling which is mostly flat with half cylinder like shapes. I then brought this into maya and projected via camera a UV set that I could transfer to the original mesh(MeshMixer split each face group/colour into it's own separate mesh to make it easy to convert to UV, not required if you implemented in U3D). With the UV seams transferred to the full mesh, I then bring it into U3D to unwrap and optimize + layout, then begin fine tuning(I think I used auto seams again with better results now that base seams were better defined thanks to MeshMixer. Despite very good hardware (AMD ThreadRipper 1950X, Nvidia GTX 1080Ti, 128GB RAM, Samsung 960 Pro 1TB NVMe SSD), performance was still an issue with handling 2 million triangles, so I split the environment into several pieces(walls/roof/etc), and recombined in Maya afterwards for UDIM packing and baking point cloud data to "low poly".mesh.
TL;DR: It'd be great to see this MeshMixer feature as part of the Auto Seams functionality in U3D!
Note the ceiling in the screenshot is not facegroups used, this was a screenshot from MeshMixer before I thought of separating the mesh into two pieces(since the two methods didn't work well on both areas). The face groups generated are not perfect for either as well, but was easy to merge either in MeshMixer or via U3Ds features(displaying the islands with different colours and selecting islands to merge shared seams )
Here is the documentation on the MeshMixer feature(Edge and Normal angles are the two method types mentioned above): www.mmmanual.com/generate-face-groups/