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/>