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Old 10-04-2012, 08:29 PM   #1
JoelOtron
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Relax UV help?

I need to relax or adjust the UVs so they will orient as a straight strip. This way I can run a noise texture along the path and it will hug the curves. Any suggestions will be appreciated!

Tried the various UV mapping and relax UVs tools to no avail.


(in a bind...)

THX

 
Old 10-04-2012, 08:57 PM   #2
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I can try with UVLayout if you wish JoelOtron.
Another option is to forget the work about the UVs, and thinking about a proximal shader in alpha channel with a spline as source of effect.
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Last edited by Aurety : 10-04-2012 at 09:03 PM.
 
Old 10-04-2012, 09:12 PM   #3
JoelOtron
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Quote:
Originally Posted by Aurety
I can try with UVLayout if you wish JoelOtron.
Another option is to forget the work about the UVs, and thinking about a proximal shader in alpha channel with a spline as source of effect.


Thanks!

I had actually thought about doing that with splines (!)--but it seemed so complicated for something I assumed would be easier.

I had actually tried an alternate method--that will probably work but a bit time consuming to edit...and that is simply drawing a path--set to linear and sweeping a single edge along that. Then making editable. Sweeps generate pretty nice directional UVs. But as mentioned--this requires a lot of tweaking to get the edges to conform to the contour of the larger object I am matching it to.

I am only halfway done the modeling--so maybe I will send a file to you later.
The offer to help is much appreciated.

Thanks again
 
Old 10-04-2012, 09:51 PM   #4
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No problem, ask me when you're ready. I tried my soluce...

here's the test with proximal... all you have to do is to select the edges in ring mode then split them in the middle with the function. Select in loop mode the edges inside, convert them to spline in uniform interpolation and use this spline in proximal shader.

https://dl.dropbox.com/u/46934146/spline_prox.zip
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Old 10-05-2012, 10:10 AM   #5
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you can use a sweep-nurbs object. it is by default parametrized and thus has clean UV´s (U´s, to be precise, the V comes nearby naturally).
good luck
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Old 10-05-2012, 10:58 AM   #6
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Loft NURBS would also work. Just choose the two long edges of your mesh, then on each one do a Mesh>Commands>Edge to Spline command. Now that you have two splines with equal number of segments, place both under LoftNURBS. Then just set the Mesh Subdivision U to the number of polys you had before. You should then have the exact same geometry you had on your original mesh.
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Old 10-05-2012, 01:51 PM   #7
JoelOtron
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Thanks guys

The image below on the right shows the desired modeling result.I prefer this if possible--but as mentioned it will take some work to arrange all the UVs in a linear orientation so a procedural noise will run along the curves of the model.

The image o the left shows the alternate method I've tried, and that is drawing a path approximating the shape I need to create and then while using the SWEEP NURBS, running an "edge" object (just drew a short 2-point path) along it. As mentioned above--I get the desired UVs but then it requires a LOT of clean up after making it editable to resemble what I have on the right.

Just so you get what Im doing--I am modeling the folds (sulci) of a particular cross section of the brain--which sort of look like the image at the bottom of my post.

I was hoping there was a quicker method of relaxing the UVs so they would orient in a linear arrangement. Tried pinning points and a few things but I always get a random orientation with the UV tools.

I'll see if I can get one of these methods to work by myself--but will check back if I need more help Thanks again!




Last edited by JoelOtron : 10-05-2012 at 01:55 PM.
 
Old 10-05-2012, 05:49 PM   #8
JoelOtron
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In case anyone was interested...

I took Aurety's and fuat's advice. I first built my mesh exactly how I wanted (gray image on the right in post above)

Then I ran a cut down the center of it and turned that into a spline.

I used that spline to sweep an edge (thus giving me a mesh with correct UVs)

Then made that editable, and adjusted the resulting mesh using the original mesh to snap to.

A bit cumbersome--but it s working great,

Thanks again!
 
Old 10-05-2012, 05:49 PM   #9
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