Implicit simply means the texture is projected without explicitly defined UV
coordinates per polygon.  Like using a slide projector to project the image
onto a surface.  That's why it's confined to the basic texture projection
types as the method to project the image onto the surface needs to be
defined as an algorithm.  The advantage is polygon surfaces can get more
granular/precise placement of texels because normally they rely on normals
and UVs defined at the vertices and interpolated across the polygon for
placement which gets less accurate the larger the polygon is relative to the
texture space coverage.  That is independent of an equirectangular
projection mapping method which Softimage does not have by default (other
than spherical mapping).

I don't think it's strictly a mental ray feature, but even if it were, any
surface attribute produced by mental ray can be captured using
rendermap/ultimapper/lightmapper and exported where needed.  You may be able
to build your own projection using ICE, but a mental ray shader would
produce better results as it has the advantage of the subsampling and
interpolation methods available in the renderer which are significantly
higher quality and more granular than anything ICE has access to.
Developing a shader would also be easier.

I conducted an experiment by applying Catmull-Clark subdivision smoothing to
a cube, applying a spherical texture projection, then rendermapping the
result.  After that, I created my own spherical mapping shader in the
rendertree using the available nodes, applied it to the cube, then
rendermapped that too.  Comparing the results side by side revealed some
broken internals of Softimage.

As it turns out, the default spherical mapping as seen in the viewports is
all F****d up, but if you rendermap that projection, the resulting image
will be perfectly clean without distortion at the poles.  Conversely, my
self-devised spherical shader built in the rendertree looked perfect in the
viewports/render region, but rendermap captured distortion at the poles
equivalent to what you see in the viewports with the default spherical
projection.  Apparently the viewports and rendermap use different algorithms
for the same work.

Getting back to the original question - the fact you see garbage at the 
poles of the sphere in the Softimage viewports should be of no concern 
because it's isolated to the viewports and should not transfer to Unity or 
whatever engine you're exporting your stuff.  Equirectangular projections 
created with Rendermap will come out clean.

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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