How to Fix Boundry Seams

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Hello everyone,

I am trying to get one UV shell of a basic cylinder so I have two issues:

1- UVs at the seams don't look right in vertex space but can be fixed with (fix boundary seams. However, in points space and after promoting the UVs to points they got messed up again.

2- after fixing the UVs at points, I want to distribute (unfold) the UVs evenly.

Thank you

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UV_Issue.hip (146.1 KB)
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Are you sure you really want to "promote uv to point space"? Why?

Generally speaking, UV is supposed to be on vertices, not on points.
Edited by raincole - 2025年3月10日 07:31:36
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raincole
Are you sure you really want to "promote uv to point space"? Why?

Generally speaking, UV is supposed to be on vertices, not on points.

I want to displace an object using the colour data using PointVop so I need the uv data in my workflow while working with points
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Have you tried the attribute from map node?
Using that, you can transfer your map to a point attribute and the uvs can stay at vertex level.
If you need your uvs on point level you need a vertex split node before you promote the uvs to point level and set it to split by uv.

Cheers
CYTE
Edited by CYTE - 2025年3月12日 04:13:58
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CYTE
Have you tried the attribute from map node?
Using that, you can transfer your map to a point attribute and the uvs can stay at vertex level.
If you need your uvs on point level you need a vertex split node before you promote the uvs to point level and set it to split by uv.

Cheers
CYTE

Attribute From Map just uses Attribute Promotion behind the scene. So if the OP can't get the desired result with Attribute Promotion (promoting uv from vertices to points), they won't get the desired result from Attribute From Map.

That being said, if the color texture is seamless and the only purpose it to displace the points (not rendering), Attribute From Map and Attribute Promotion would both just work. And if the texture isn't seamless, what the OP is trying to do doesn't make sense.
Edited by raincole - 2025年3月12日 06:23:10
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