Poly Subdivide but Leave UV's Alone?
3540 8 0- Wren
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- Enivob
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- anon_user_89151269
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The UV layout should be the same, just subdivided. Point order will change, of course, but that's another matter.
But ‘UV layout’ is an abstraction…so in a way it does stay the same. What does change is what the ‘UV Layout’ is referring too.
So if the geometry changes, one has to change the reference to the ‘UV Layout’ in order to keep the original.
Wren
In maya there is a way to set it so the division leaves the uv's intact and inserts the divisions between the original points…
Well you could do what Enivob suggested or even wrangle…and then if you don't like seeing it as it is…just wrap it up as an asset so it gives you the appearance of working the same way as in Maya
- ScottKeating
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On the Subdivide SOP, there is an option near the bottom of the parameters called ‘Vertex Attributes’. Assuming your UV's are vertex attributes, you can set how the values are interpreted after subdivision in this menu.
The method you're looking for is probably ‘linear everywhere’ which simply adds the subdivision without affecting the UV attributes at all. Potentially, you may instead want ‘Sharpen Boundaries’ which will leave the boundaries alone but allow some deformation of the interior UV values.
Cheers,
Scott
The method you're looking for is probably ‘linear everywhere’ which simply adds the subdivision without affecting the UV attributes at all. Potentially, you may instead want ‘Sharpen Boundaries’ which will leave the boundaries alone but allow some deformation of the interior UV values.
Cheers,
Scott
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