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Spherical UV mapping requires adding a 0º seam and setting the U coordinate of the points on this seam to either $0$ or $1$ depending on whether the faces lie on the +Y or -Y sides of this seam. This stops faces straddling the 0° line from having horrible warping on them as the texture coordinates wrap backwards.
The !sphere mesh creation logic does this correctly, but the uv_remap=:sphere logic does not. Probably the simplest way to fix this would be to split the mesh into two halves with manifold's SplitByPlane() on the XZ plane and then map the +Y side to Us in the range $[0,0.5]$ and the -Y side to Us in the range $[0.5,1]$ before combining the meshes.
The text was updated successfully, but these errors were encountered:
jonathanhogg
changed the title
uv_remap=:sphere should handle 0 seam properlyuv_remap=:sphere should handle 0° seam properly
Sep 27, 2024
Spherical UV mapping requires adding a 0º seam and setting the U coordinate of the points on this seam to either$0$ or $1$ depending on whether the faces lie on the +Y or -Y sides of this seam. This stops faces straddling the 0° line from having horrible warping on them as the texture coordinates wrap backwards.
The$[0,0.5]$ and the -Y side to Us in the range $[0.5,1]$ before combining the meshes.
!sphere
mesh creation logic does this correctly, but theuv_remap=:sphere
logic does not. Probably the simplest way to fix this would be to split the mesh into two halves with manifold'sSplitByPlane()
on the XZ plane and then map the +Y side to Us in the rangeThe text was updated successfully, but these errors were encountered: