Distortion in the uv when subdividing

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hidalgo
Posts: 113
Joined: 03 Feb 2012, 20:50

Distortion in the uv when subdividing

Post by hidalgo » 22 Nov 2013, 12:22

Hello all,

that thing im sure as come up already but for some reasons cant find anything about it, how i can avoid distorted uv when subdiving a geometry?
i tried different methodes but none seems giving me 100% working uv.

Thanks

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mc_axe
Posts: 415
Joined: 12 Mar 2013, 18:44

Re: Distortion in the uv when subdividing

Post by mc_axe » 23 Nov 2013, 03:09

I think there is an option Smooth when subdividing, Choose what u like most ,

I had problems too ,with some clusters i wanted the one or the other way in a single mesh .
So i had to choose and distort some textures.

hidalgo
Posts: 113
Joined: 03 Feb 2012, 20:50

Re: Distortion in the uv when subdividing

Post by hidalgo » 23 Nov 2013, 03:54

actually i tried that already and didnt work, uv looks even more distorted when unchecking it.

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origin
Posts: 619
Joined: 09 Jun 2009, 11:59
Location: warsaw

Re: Distortion in the uv when subdividing

Post by origin » 23 Nov 2013, 10:45

If you uncheck smooth when subdiv it will use linear uv interpolation so UVs will just be divided not smoothed at all.
One option that is missing in xsi is a border smoothing option...

hidalgo
Posts: 113
Joined: 03 Feb 2012, 20:50

Re: Distortion in the uv when subdividing

Post by hidalgo » 23 Nov 2013, 12:03

preciselly! there isnt any workaround that problem which doesnt involve adding edge loop near the corners? that workaround doesnt seems to work allways as it change the edge of the mesh

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