RBD Material Fracture: Exploded UVs

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Hi!

I'm testing the rbdMaterialFracture sop and noticed some UV explosions. Both inputs (geo to fracture and custom grids to slice) have good vertex UVs before the fracture.

I've looked at all the settings and can't find a way to either keep the UV attributes or group the inside pieces so I could re-UV those parts...

Any help?

-Olivier
Edited by olivierth - March 17, 2023 10:57:32

Attachments:
rbdMaterialFracture_UV_explosion.JPG (77.2 KB)

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...hmmm... ok, so I see that, even tho there's no options for grouping in the parameters, it is actually grouping the inside and outside primitives. That's good but, I'm still wondering if there's an option to keep the UVs I had on he slicing grids.

I'll see if I can just transfer UVs after.
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you can either use Boolean Fracture SOP (Copy Cutting Surface Attributes:on, Vertex Attributes:uv)

or unlock your rbdmaerialfracture1 (or whatever is called in your scene)
then dive in and unlock rbdmaterialfracture1/CUSTOM_FRACTURE0
dive in and on rbdmaterialfracture1/CUSTOM_FRACTURE0/booleanfracture2 do the same changes (Copy Cutting Surface Attributes:on, Vertex Attributes:uv)
Tomas Slancik
CG Supervisor
Framestore, NY
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