bleeding mesh edges and exporting UV's

 From:  Michael Gibson
772.5 In reply to 772.4 
Hi Jonah, sorry about not getting back to you on this one, I was going to take a look at what was involved in tuning it up but I got sidetracked. No, there isn't any way to change it currently.

One thing that might be easy for me to do would be to turn off the zbias for backfacing edges on a completely closed mesh. This should clear up the display when you are processing a solid, but it will still be a problem with non-volume objects.

Would that help out in this case? I'd rather try to avoid adding too many settings if possible, but this much may be easy to add.


re: Nesting - this one will take more effort to do since it kind of needs a bit of careful treatment to attempt to have UV size correspond in some way to surface area. So that's definitely a 2.0 thing.


> 2) When exporting with "weld", would like option to have each section of UV's remain NOT welded.

This one I'm not quite following, when you export with weld, the UVs are actually not currently welded (I mean unified to one single shared value), the welding should only cause the 3D vertex point between 2 polygons to be shared. When you have welding turned on, MoI should be exporting a type of face-based UV mapping data, called a VMAD chunk in the LWO file. This specifies UV coordinates for each point of each face, so it is face-based instead of just vertex based, so 2 faces that share a single 3d point can still have their own distinct UVs at that spot. I don't know how this appears from the Modo UI, does Modo have some problem with this kind of mapping?

- Michael