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Unique UV textures

Unique UV textures

2004-05-06       - By Bernard Lebel

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Reply:     1     2  

Under the uniqueUV projection node, you have an operator called PolyPackUV.
Open this, and change the target resolutions to the resolution of the
output.
There is currently a bug in XSI 3.5.11 that doesn't save these values, so
you have to freeze the projection to retain the PolyPackUV settings (fixed
in v4, of course).

Cheers
Bernard

-- -- Original Message -- --
From: "Lee Hallett" <lee.hallett@(protected)>
To: <XSI@(protected)>
Sent: Thursday, April 29, 2004 10:24 PM
Subject: Unique UV textures


> Hi list...
>
> I have a query regarding unique UV texture maps on Polys - I have a few
meshes which I have had to optimise/cull faces on to run in realtime.
However after doing this whenever I apply a unique UV texture projection
(for rendermapping) I end up with poor UV coverage on the texture -
i.e.there is a lot of redundancy/unused pixels in the texture.
>
> Say I have a cube and apply a uv texture to it, then rendermap using that
projection - all 6 sides occupy all the texture. If I then delete 3 sides,
then half the texture is unused. Is there a way to reset the UV co-ordinates
automatically so that the whole, or at least most of the texure space is
used for those 3 sides? I cannot do this manually because of the number of
objects involved and the time limit!
>
> I guess it's difficult to explain without example!
>
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