Houdini - covert vdb - uv seams

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Ian Farnsworth

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Aug 27, 2016, 4:09:51 AM8/27/16
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Is there any way (or any plan) on getting vdb to work well with uv seams? We often have complexly mapped models with multiple uv tiles and many seams on an object. However this is a problem on relatively simple geometry as well. When converting to a volume and back to polys we can't accurately reproduce the uvs mostly because the new polys intersect uv tiles on the original geometry. 
This is the main thing holding me back from using vdb/ vdb fracture for destruction modeling at all in production. In fx I typically need to start with a model that has existing uvs, then I need to break it up and I need to keep the textures looking just like they came in. 
It's been hard to come up with something that will work in all cases -- we're pretty close on a poly split then re-get uvs with vex. While it's promising, it's still quite troublesome and not quite there yet...
uvseam_toy.png
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