Hi Prior,
Sure, sorry for the delay, I missed the notification.
In the meantime here's an updated version, using a lame brute force approach to reduce the stretching ... it seems to work better than the one made with my bad trigonometry / vector skills.
Does is works better than tagging / unwarp edge using existing MoI uv's boundaries ?
Short reply : NO
Long reply :
1) I'm facing a lot of Hou crash whit the Flatten method ... as I'm only manipulate existing data here, the 'tool' is quite robust.
2) 90% of the uv's coming from MoI are actually good, except they are stretched in u or v direction. They are also perfectly grid aligned : torus shape or tubes output a 'perfect' aligned rectangle, helping the packing process to maximize uv space.
Ultimately I could add a last check that will re-flatten the island that are still too distorted (easy), but I will only do it once I resolve the uv-flatten crash on some of those surfaces.
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