Greetings. Has anyone had experience using vdb to remesh (using level sets) an input mesh with texture (u,v)'s and generating (u,v)
on the output mesh. Was thinking along the following lines: Generate (u,v) for the voxel vertices defining the narrow band. One could
use the mesh triangle primitives that are nearest to the voxel vertex and use barycentric coordinates on the (u,v)'s of the nearest triangle.
The (u,v) on the voxels will need to be transferred to the resulting mesh when doing the volume to mesh conversion. Any pointers would
be appreciated. An alternate brute force way would be finding the closest point for each vertex on the resulting mesh to the input mesh and
then using barycentric coordinate to assign an (u,v).
Regards
ramesh