Tear all UVs

2014-11-11 Thread Jens Lindgren
Hi list,

I'm looking for a way to tear all UVs of a mesh, so that they are not
welded together.
Any ideas?

Cheers,
/Jens

-- 
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios http://www.magoo3dstudios.com/


Re: Tear all UVs

2014-11-11 Thread Christian Freisleder

hey jens,
don't really know if this is an option, but if you select all uvs in the 
uv editor and go to tools--flip  them once horizontal and vertical they 
usually are no longer connected, but in the same place.

I sometimes do this by accident instead of mirror. ;)

another way would be to do automatic uvs and use the individual 
polypackingmode.

Depends on what exactly you're after.

maybe this helps.

Christian
On 11.11.2014 12:54, Jens Lindgren wrote:

Hi list,

I'm looking for a way to tear all UVs of a mesh, so that they are 
not welded together.

Any ideas?

Cheers,
/Jens

--
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios http://www.magoo3dstudios.com/




Re: Tear all UVs

2014-11-11 Thread Luc-Eric Rousseau
What does that mean in practice?
The UVs behaving like they welded together is only a user interface
thing in the tool that you disable by turning on Tearing mode. There
is no attachment flag underneath.

On Tue, Nov 11, 2014 at 6:54 AM, Jens Lindgren
jens.lindgren@gmail.com wrote:
 Hi list,

 I'm looking for a way to tear all UVs of a mesh, so that they are not
 welded together.
 Any ideas?


Re: Tear all UVs

2014-11-11 Thread Jens Lindgren
I was very hopeful when I read your response Christian, but unfortunately
it didn't work :( It just welded back together again.

What I want is to make every polygon have UV borders. That way, when using
Pin-Border Smoothing while rendering a subdivided mesh, the original UVs
will be intact but the subdivided geometry within each original polygon
will still have smoothed UVs. This is how ZBrush export its Displacement
maps if you dont have the SmoothUV button checked in ZBrush. So to get a 1
to 1 match I need this functionality.

I know that I can get linear UVs while rendering subdivided meshes but that
makes all new geometry inside the original UVs to also be linear.

Does any of this makes sense?

It works in 3ds Max so I have verified there that I will get a 1 to 1 match
if manage to do this.

If this is not possible, the only workaround I can think of is adding a
really small randomized number to every UV coordinate by script.

/Jens

On Tue, Nov 11, 2014 at 6:05 PM, Luc-Eric Rousseau luceri...@gmail.com
wrote:

 What does that mean in practice?
 The UVs behaving like they welded together is only a user interface
 thing in the tool that you disable by turning on Tearing mode. There
 is no attachment flag underneath.

 On Tue, Nov 11, 2014 at 6:54 AM, Jens Lindgren
 jens.lindgren@gmail.com wrote:
  Hi list,
 
  I'm looking for a way to tear all UVs of a mesh, so that they are not
  welded together.
  Any ideas?




-- 
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios http://www.magoo3dstudios.com/