PolyReduce SOP and UV's

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I've searched both here and odforce.net but I dont find a good solution to this.

But when I am applying a PolyReduce SOP to my already UV-mapped object I get these horrible seams. Using Attrib transfer doesn't fix this problem either.

Any ideas ? I've supplied the .hipnc but you need to apply a texture on the Material's diffuse channel to actually see the seams in the 3D viewport.

Attachments:
Stone.hipnc (106.3 KB)

/M

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Try this…

1. Add a vertexsplit sop and set it to uv, then turn on “Promote to Point Attribute”

2. Add a remesh sop and play with the values to get the mesh detail you want.

UV's should be maintained in this process without any seems. You might find they get a bit “wobbly” if you reduce the mesh too far.

The results will depend a lot on the type of geometry you are reducing and the type of map and existing uv's on it already.
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Yes I've noticed that the Remesh SOP doesnt destroy UV's as the PolyReduce. I've tried something similar myself but I will try your approach to.

But it seems to me that PolyReduce SOP is in great need of a update with game considerations.
/M

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Actually you can pull the same trick replacing the remesh with polyreduce. But you need to turn on prevent cracking.
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And it wont destroy the UV's then ?
/M

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As long as you use the vertexsplit sop first as directed above…

Of course this assumes you have vertex uv's in the first place, not point uvs. Though I would assume if you have seams then they would have to be vertex uv's to start with.

You can promote back to vertex uv's after the polyreduce and re-fuse the points if you need to.
The trick is finding just the right hammer for every screw
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