Houdini breaking up polygons into UV islands

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Hello,

It seems like when ever I import an obj, or use one of Houdini's UV tools, it breaks up each polygon into a UV island. When opening the obj in zbrush or 3ds max, it is indeed the case that each polygon became it's own uv shel. Even after adding a UV Fuse node, each polygon is it's own uv shell.
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Try using ‘Vertex Split’ SOP: with (Attribute: uv, Promote to Point Attribute: On)
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You can promote uv to point but your mesh has to be split on the seam to keep the uv island separate.
there's no good solution appart to fuse them in max…
It would be nice if Houdini could fuse the vertex on uv island at obj export !
especially for games (cause the more seams you have the heaviest it is for the engine if i'm right)
Edited by Benjamin Lemoine - Sept. 12, 2017 11:14:47
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Benjamin Lemoine
You can promote uv to point but your mesh has to be split on the seam to keep the uv island separate.
there's no good solution appart to fuse them in max…
It would be nice if Houdini could fuse the vertex on uv island at obj export !
especially for games (cause the more seams you have the heaviest it is for the engine if i'm right)

Hence the Vertex Split tool.
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Thank you for the help jsmack
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Hi,

Tomorrow's daily build (16.5.535) will only export unique UV values when exporting to OBJ, which will fix the broken uv borders.
Vertices aren't fused on export, but they will share the same UV values when its identical.
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