I have two objects that have uv's and when I merge them, the uv visualize looks scrambled as if both sets of uv's are trying to show on the same object. I am using trying to merge vertex and point uvs. The vertex are from an auto uv and the point uvs are coming from a uv texture.
What is the proper way to merge two objects without messing up the uvs?
Thank you.
Distorted uv's after using merge sop
2512 3 0-
- decksounds
- Member
- 109 posts
- Joined: 3月 2017
- Offline
-
- jsmack
- Member
- 8127 posts
- Joined: 9月 2011
- Offline
Merge isn't going to change the uv's. Make sure the uv's are the same class before merging, promote the point uv's to vertex, or use a vertex split to convert the vertex uv's to point.
I'm not sure what you mean by scrambled. If you mean the uvs appear on top of each other, then of course they are. Merging them doesn't change the layout. If you want to re-do the uv layout after merging, then use a uv layout to re-organize them.
I'm not sure what you mean by scrambled. If you mean the uvs appear on top of each other, then of course they are. Merging them doesn't change the layout. If you want to re-do the uv layout after merging, then use a uv layout to re-organize them.
-
- LoFe
- Member
- 1 posts
- Joined: 2月 2023
- Offline
Hi everyone,
I'm working on a project in Houdini where I've encountered a problem with my UV layout after using a merge node. As you can see in the attached screenshots, I have a well-organized UV layout in the 2D view, and a network setup where I use several "auto-uv", "quickmaterial", and a "merge" node with an "uvautoseam1" node before the output.
However, every time I click on the merge node, my UV layout gets messed up. The UVs that were previously well-distributed start overlapping or become disorganized. Here’s what my node setup looks like:
Auto UV nodes handle initial UV generation.
Quickmaterial nodes are applied for basic material attributes.
Merge node combines multiple geometries.
UVAutoseam node presumably to adjust seams automatically.
Does anyone know why this might be happening or how to maintain the integrity of the UV layout through the merge process? Any tips on how to manage UVs in a merge node scenario would be greatly appreciated!
Thanks in advance for your help!
I'm working on a project in Houdini where I've encountered a problem with my UV layout after using a merge node. As you can see in the attached screenshots, I have a well-organized UV layout in the 2D view, and a network setup where I use several "auto-uv", "quickmaterial", and a "merge" node with an "uvautoseam1" node before the output.
However, every time I click on the merge node, my UV layout gets messed up. The UVs that were previously well-distributed start overlapping or become disorganized. Here’s what my node setup looks like:
Auto UV nodes handle initial UV generation.
Quickmaterial nodes are applied for basic material attributes.
Merge node combines multiple geometries.
UVAutoseam node presumably to adjust seams automatically.
Does anyone know why this might be happening or how to maintain the integrity of the UV layout through the merge process? Any tips on how to manage UVs in a merge node scenario would be greatly appreciated!
Thanks in advance for your help!
-
- tamte
- Member
- 9127 posts
- Joined: 7月 2007
- Online
-
- Quick Links