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UV Generation problem


larex

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Hi Eduard, we are working on some important project where we have plants growing and on some plants leaves and stams we want to generate particle flow drops which are appearing by scaling and the they move little bit. We have the plant animation exported by alembic bit biggest problem is the uvs of every subpart of plant (leaves stams..) are overlaping. Thats why particle flow drops are jumping from frame to frame to different positions. We had test where we export only trunk animation from growfx (so it was only one object with one animated uv) and it works nicely even if the polycount is changing every frame, because the uv on builded parts are not moving in uv space. So i would like to ask if there is some possibility to develop some uv operator which will pack all uvs on last frame (where the plant is in final grow stage so nothing new is adding) into on UV space so every leaf every new stam has its own space in that uv square

 

Thanks a lot Alex

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I am realy sorry but i cant send you a file, but what i need is this:

 

http://postimg.org/image/5suozfps1/full/

 

What could solve also my problem but in more time consuming way for me is to have some possibility to show (then export (alembic)) the every mesh of every growfx spline independently. So then i can export trunk separatly, every branch separatly (not all in one) every leave separately etc. And then after export i can import all caches which build me whole plant and use all objects in pflow or thinking particles with my setup

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Thank you very much :-) i would be rather for the first solution but also second one will helps me a lot. Please if you can implement somethink quickly it would be super cool. Maybe u can add also some script support for each object switching so i can script some global alembic export which can loop trough all parts and export them one by one.

 

Thank you very much again  :-)

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Hi Alex,

 

Ok, we'll try the first way...
But I've a couple of questions:
1) Total UV space should be only for leaves, or for leaves and twigs, too? That is, need to determine the positions for all the mesh elements?
2) During growth, the leaves appear, then change their size and topology, how it should looks in the UV space? It will also appear and change?
 
Thanks!
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Hi Eduard

 

1 total UV space should be for all object in the last frame of animation, that means for all leaves, twigs etc...So at the begining of the grow animation the algoritm must know how many objects will be at the end of the animation and how big each of their UVs will be at the end, so it can count with all of them when they are placed and appeared in uv space

 

2 During growth UVs appearing like they are appearing now, but in their new non-owerlaping position defined in step one. So basicly animation of uvs will be same like it is now but it will be only moved and scaled in new position defined in step one.

 

So for example if 100 leaves which we are instancing from 1 geometry leaf occupied same (overlaping )uvspace, then twigs, branches etc.. occupied also this UV square and overlap each other, after this algoritm all 100 leaves, twigs and branches, etc.. will have his own non overlaping animated UV in UV square like it was on image

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