Quads being split into individual UV shells?
1584 5 1- AndreasStation
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I'm having issues with copytopoints creating individual UV shells from each face on the mesh, I don't know if this is just a quirk with Houdini or if I'm simply doing things wrong… In the image I've attached you can see what I'm talking about, the first mesh in to copytopoints has the original UVs with a reasonable amount of shells, and all the other copies are just a mess. I also attached a small sample of my project incase anyone want to have a closer look.
- jsmack
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- AndreasStation
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- jsmack
- Member
- 7659 posts
- Joined: Sept. 2011
- Offline
- AndreasStation
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- 3 posts
- Joined: June 2019
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- jsmack
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- 7659 posts
- Joined: Sept. 2011
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In houdini vertex attributes are effectively all unshared, as each vertex stores a value, even if they are the same value. At some point Houdini's FBX exporter gained the ability to fuse vertices with the same values. Perhaps it is getting confused by the overlapping uv's and not fusing them. I'm no expert on FBX and try to avoid using it if possible. Perhaps a dev can chime in?
I don't have maya so I can't test the observation you are having. Does the part have unshared uv's when you export it by itself? It may be that due to how uvs are stored in Houdini, that they will always appear this way when exported.
I don't have maya so I can't test the observation you are having. Does the part have unshared uv's when you export it by itself? It may be that due to how uvs are stored in Houdini, that they will always appear this way when exported.
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