Pedro,
Any chance to trying this? Already have my sphere with correct uvs but
yours looks nicer ;)

F.


2016-05-17 11:36 GMT-03:00 pedro santos <probi...@gmail.com>:

> Matt at that particular point I'm using "Random Seed" input to randomize
> the UV location, hence that happening. So what you're saying it's not
> something that is wrongly set and what I show in there wouldn't help, since
> it's a viewport problem?
>
> Cheers
>
> On Tue, May 17, 2016 at 2:38 AM, Matt Lind <speye...@hotmail.com> wrote:
>
>> 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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>
>
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> Alpiarça dos Santos >>  http://probiner.xyz/ <http://probiner.xyz/>
> <http://probiner.x10.mx/>*
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