Nice!
is it available?
F.

2016-05-16 14:57 GMT-03:00 pedro santos <probi...@gmail.com>:

> Does this help?
> https://gfycat.com/ShabbySeriousDrafthorse
>
> On Sun, May 15, 2016 at 7:02 AM, Matt Lind <speye...@hotmail.com> wrote:
>
>> I would need to see the problem to give a good answer as I'm not sure what
>> I'm envisioning in my head matches what is being described.
>>
>> Knowing how the sphere is modified is important.  Unfold tries to evenly
>> distribute the texture space of the texture to match the topology while
>> minimizing stretch/compression.   If the poles have elongated triangles,
>> then that will obviously play into the distribution of the unfolded
>> texture
>> (in theory it shouldn't, but in practice it does).  One way to mitigate
>> that
>> issue is to add vertices and perpendicular edges at regular intervals
>> along
>> the elongated edges to closely match the spacing of other edges around the
>> rest of the mesh, but that will have limited influence on the result and
>> is
>> more of a brute force technique.
>>
>> Unfold is also a flawed tool as even simple cases come out distorted.  for
>> example, get a primitive sphere and imagine it's the Earth.  Place a
>> vertical UV seam down one side at the international date line, then two
>> more
>> seams at the arctic/antarctic circles.  Deselect the vertical edges
>> connecting the circles to the poles.  Now unfold the mesh.  Notice the
>> sphere is splayed in butterfly fashion, but one half is larger than the
>> other and slightly off kilter in alignment with the texture editor.  The
>> circle at one pole is often (but not always) larger than the other circle
>> too.  These are the kinds of issues you'll battle, but on more complex
>> cases
>> they'll be too complex to solve without resorting to cleanup via
>> pushing/pulling points to correct the flawed parts of the unfold.
>>
>> However, let's put all that aside and look at the goal from the beginning
>> and not the current situation which has a roadblock.
>>
>> An equirectangular projection comes in a few flavors, but most are similar
>> to a cubic projection.  The main difference is in how the top and bottom
>> sides are projected.  Simple analysis of the problem would suggest one
>> could
>> take a cube and use Catmull-Clark subdivision smoothing to round it into a
>> sphere.  That would accomplish nicer edge placement which closely match
>> the
>> meridians of the projection to handle (or fabricate) the texture space.  A
>> single vertical seam from pole to pole (despite no physical poles) could
>> be
>> used to unfold and splay the sphere to accept/define the projection, but
>> subtle details may need to be tweaked for a perfect match.
>>
>> Alternately, use rendermap applied to a sphere to capture the external
>> world.  The rendermap generated image should mimic an equirectangular
>> projection. You may have to open the poles like the Earth without the
>> arctic/antarctic circles, for example, to adjust the field of view for the
>> rendermap process.  Invert the sphere's normals so rendermap points
>> outwards
>> into the world instead of inwards towards the sphere's surface....and of
>> course, exclude self or make the material 100% transparent so it doesn't
>> block the rendermap camera from seeing the world.  Since rendermap travels
>> texel-to-texel along the geometry, a high resolution image and smooth
>> surface are really important.  I'd encourage you to use a NURBS sphere
>> with
>> view dependent smoothing for best results.  you set those in the sphere's
>> geometry approximations PPG.  Try setting length/distance/angle values to
>> less than 2 degrees and 0.5 units, activate view dependent subdivision
>> smoothing, and make sure the min/max subdivision limits are increased
>> beyond
>> the default 1,3 (well, just the max.  shouldn't have to go beyond 6).  If
>> you get sawtoothing at the poles or faceting artifacts in the resulting
>> texture, then it means your smoothing parameters are not set correctly.
>> The
>> reason for using NURBS over polygons is the better interpolation of the
>> shading normal between texels.  Rendermap is highly dependent on the
>> shading
>> normal orientation to determine what it's camera points at.  When
>> pointing a
>> camera into the outside world, even very tiny deviations in normal
>> orientation can produce big errors in the result.  NURBS are infinitely
>> smooth whereas polygons are only as smooth as they are subdivided - and
>> even
>> then approximations at best.
>>
>> Matt
>>
>>
>>
>>
>> Date: Sat, 14 May 2016 17:33:32 +0200
>> From: "Sven Constable" <sixsi_l...@imagefront.de>
>> Subject: RE: equirectangular uv
>> To: <softimage@listproc.autodesk.com>
>>
>> To fix distortion on the poles, XSI has a special mapping feature called
>> 'implicit' (Clusters/?Texture Projection Def), but this is actually a
>> mental
>> ray feature and doesn't deal with UVs at all. So when exporting meshes you
>> cannot use it, I think. I'm not familiar with Unity unfortunatly, maybe
>> there is a similar feature for spherical projections not using UVs but
>> instead a special projection method (perfect spherical) ?
>>
>> Otherwise, since a sphere always has poles/singularities you will get
>> distortions on them. Workaround could get rid of the poles by deleting the
>> inmost polygons on each pole, duplicating the resulting (open) edge loop,
>> and scale it to zero. Resulting in many point on the same spot. Then
>> relaxing them in the texture editor. Results could be ok, not sure. Maybe
>> I'm  overcomplicating it.  Matt Lind needs to chime in :)
>>
>> Can't you use cubic mapping? That should avoid the problem in the first
>> place.
>>
>>
>>
>> sven
>>
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