I'm mapping a texture map to a sphere represented as a polygon quad mesh. If i do a UV Project using polar project and vertices it's fine. When i switch the projection to points a seam appears. I'm using texni() farther down the pipe to sample the texture for a given point so the seam is a problem. I could brute-force it by calculating the uv coordinates myself, but maybe someone knows a better way.
Of course this may be moot. Is it possible/reasonable to use ptex to avoid seams altogether? I've been poking around and got a simple demo running, but actually taking a 2D texture, projecting it onto a sphere, then exporting it as a ptex, and sampling it in VEX or via something like texni() in an expression seems like Work currently. Does anyone have experience with something like this? Just curious at this point i think.. seems like 3D Coat might be able to do it.
ptex sampling2216 1 1
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