3 ms·
> The rigid topology of textures can really hurt you. Technically you could distort the UV map if you need variable resolution across a model.
by h0l0cube 4y ago
> The rigid topology of textures can really hurt you.
Technically you could distort the UV map if you need variable resolution across a model.
- fxtentacle 4y agoYou can even automatically generate the optimal UV allocation by balancing resulution-to-area distortion against polygon edge distortion and optimizing with a constrained least-squares solver.
- LolWolf 4y agoAnd, lucky for everyone involved, we can solve huge constrained least squares problems in less than milliseconds on modern machines !
- Arrath 4y agoI'm half convinced you pulled this line from a ST:TNG script.
- justinator 4y agoAll that's needed is for Data to say, "Captain, I've figured a way out:"
- xg15 4y agoEnsign Crusher might have a point here!
- fxtentacle 4y agoNo, I actually implemented it in C++ roughly 8 years ago.
- wildpeaks 4y agoRizom UV can be used to generate UV maps containing multiple resolution (Texel Density): https://www.rizom-lab.com/how-to-use-texel-density-in-rizomuv/ https://www.rizom-lab.com/how-to-use-texel-density-in-rizomu... It's a very specialized tool (only about UV maps) but goes in depth. It's so handy, I wouldn't be surprised if Epic buys that company sooner or later.