Even UV Texture

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Frank1000
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Even UV Texture

Post by Frank1000 » 15 Oct 2013, 17:33

Hi,
is there a way other than manually, to evenly lay the UV texture on the mesh ?
I have a 180 degree cylinder wall (no top and bottom) and want to evenly cover the whole texture with the UVs, so each UV has the same width, and the whole texture is used.

What I have right now is this:
Image

Pls share.

Regards,
Frank

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rray
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Re: Even UV Texture

Post by rray » 15 Oct 2013, 18:02

Can you recreate the cylinder from scratch? that would be the easiest way, just create a default cylinder with default cylindrical projection and you're there
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Maximus
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Re: Even UV Texture

Post by Maximus » 15 Oct 2013, 18:10

thats one of the most annoying thing i've always come across. Curious how people approach this.

Frank1000
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Re: Even UV Texture

Post by Frank1000 » 15 Oct 2013, 18:52

ya, the cylinder projection is working fine now. Before I forgot how to update the adjusted UV info from the texture tool for maxwell render, that's why I was checking to do it manually. But now I found back that the Texture_Projection_Def just needs to be freezed before rendering.

Image

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druitre
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Re: Even UV Texture

Post by druitre » 17 Oct 2013, 17:49

Still curious as to how people solve this problem in cases where recreating the UV is not an option (or not a simple cylinder type but a more complex one). 'Equidistant distribution' (of selection) would be a description to fit the bill. 'Relax' sounds like it could do it, but it doesn't. How do you guys tackle this?

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Mathaeus
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Re: Even UV Texture

Post by Mathaeus » 17 Oct 2013, 20:56

druitre wrote:Still curious as to how people solve this problem in cases where recreating the UV is not an option (or not a simple cylinder type but a more complex one). 'Equidistant distribution' (of selection) would be a description to fit the bill. 'Relax' sounds like it could do it, but it doesn't. How do you guys tackle this?
"Contour stretch" projection can do that, one of it's modes. But, it wants open stripe, in case of cylinder there's need to disconnect some edge and slightly move vertices on one end, in order to allow selection of vertices. It should be launched form TE. In most cases, two selected points ( on same side of stripe) should be enough.

If not SI, Blender has nicely refined contour stretch thing, called "follow active quads". Firstly, quad like projection should exist on just one 4 point polygon ( or few), somewhere inside selection of polygons. This one is used as reference for entire selection. No need for disconnecting, it's not limited to stripes. With some basic skill, nothing hard to do nice UV on pipes, simple trees or like.

Pooby
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Re: Even UV Texture

Post by Pooby » 17 Oct 2013, 21:05

It would be straightforward to do With ICE I think

EDIT.. it wasnt quite as straightforward as I hoped but I managed to get it to work. The second mesh is to do a minor adjustment to the UV.

https://dl.dropboxusercontent.com/u/8221942/evenUV.scn

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druitre
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Re: Even UV Texture

Post by druitre » 18 Oct 2013, 16:03

Mathaeus, thanks. I played around a bit with contour stretch and learned a few new things. Good to know!

As it happens I'm just in the process of modeling a (bit more complex) tree and maybe this is something to help get good UVs.

Paul: I'll have to study your tree to see what you're doing but it works, thanks. Is this specific to this object and set of UVs or is it a general principle that can be put into a compound and re-used across many situations?

-Jasper

Frank1000
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Re: Even UV Texture

Post by Frank1000 » 18 Oct 2013, 19:06

Hi Pooby,
I've downloaded your scene, in the Texture Editor the cylinder uses part of the whole texture yet. Is there something I need to run to make it fit ? Or what does the ICE tree do ?
Image
http://files.2he.com/uploads2/2013_10_18_19_10_18.jpg

Pooby, can you help me with this other task too :O http://www.si-community.com/community/v ... =26&t=4452

Cheers,
Frank

Pooby
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Re: Even UV Texture

Post by Pooby » 18 Oct 2013, 20:09

Hi Jasper, This compound will work for this type of object, but that's it.

It's not working in that JPg. Many of the nodes are red. I'm not sure why without looking at the scene.

As for the other task with the projections.,It sounds very difficult. I can't guarantee I could do it. Reverse engineering mirror shapes is not something I have an immediate idea about. But I don't mind taking a look.

Frank1000
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Re: Even UV Texture

Post by Frank1000 » 18 Oct 2013, 20:17

ok cool, can we do a google hangout by a next chance ? Today I'm fully occupied, tomorrow could work, I'm in Berlin (time).

Pooby
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Re: Even UV Texture

Post by Pooby » 19 Oct 2013, 11:48

We could chat on Monday. I'm IPad only at the weekends.

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druitre
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Re: Even UV Texture

Post by druitre » 21 Oct 2013, 12:19

Frank1000: you need to connect the execute to the ICEtree, that's all.

Frank1000
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Re: Even UV Texture

Post by Frank1000 » 05 Nov 2013, 15:07

Hi Paul, tried to use the ICE on a half cylinder. I have made a compound from the ICE tree and created an own ICE tree for the half cylinder and copied and connected it and picked the half cylinder as object, but is not yet distributing the UVs evenly there. Is the same compound good for a half cylinder at all ?

Regards,
Frank

Working case
Image


Not yet working case
Image

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myara
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Re: Even UV Texture

Post by myara » 07 Nov 2013, 11:39

Search for UV netalign in rray.

This tool works with "grid like" UVs. It doesn't work with complex UV shapes.

How to use it:

It is a simple script, not a plugin so create a button or run it from your Script Editor.
Select your UV grid samples ( you need to use Sync Method in Samples because the script relies in the viewer selection )
Run the script and your mouse cursor will becom a picker. Pick the first upper left sample in your UV mesh in the Texture Editor.
You'll have a few options, to align vertical and/or horizontal samples, or set a fixed distance to equidistantly rearrange your samples.
Now wait.
Done.

It doesn't work properly with unconnected samples, so you may need to heal your UVs before use it.
M.Yara
Character Modeler | Softimage Generalist (sort of)

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