Layout UV while keeping stacked / overlapped UVs

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Hey everyone!
I would like to use UV layout, but I have already stacked UVs which I want to keep overlapped while packing the UVs.

So far I was able to group by UV shell and detecting overlaps. Where I was able to create a attribute list of intersecting primitives.
Here I am stuck



Now I would need to check through the list and prim num, to check for identical numbers and then if a number matches. Store into a new attribute.
With this I would be able to use the new attribute in the UV_Layout SOP as an Connectivity - Island Attribute.


But maybe I think too complicated in my head, and actually there is a much more simple solution. I am happy to hear about every solution!

Here is a little test file with my current progess:
Image Not Found

Attachments:
detect_uv_overlap.jpg (70.4 KB)
pack_by_overlap_connectivity.hipnc (235.9 KB)

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Hey, figured it out in the end.
Just for people who come to this post, this is was my approach:

After transforming uv coordinates to world I used union boolean. Then I with connectivity each non overlapping uvs had individual names. This attribute I transferred back to the original mesh and used it in the uvlayout sop in the connectivity tab "island attribute".

This made it possible to layout my uvs but keeping overlapping uvs overlapped.




Attached you can find an example scene.

Attachments:
uv_layout_respect_overlapping.hip (778.9 KB)
uv_layout_respect_overlapping_1.jpg (15.1 KB)
uv_layout_respect_overlapping_2.jpg (45.9 KB)

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