No. You're mixing two separate thoughts together. The first few messages which started this thread mentioned a spherical projection doesn't work at the poles because of the usual distortion, and the sphere was modified.
My comment of the viewport issue was targeting the spherical projection at the poles being distorted. I ran some experiments using spherical projection on various meshes and discovered that while the projection looks messed up in the viewports, it will render cleanly (without distortion) if you capture it using rendermap. If you export that captured image to Unity, there shouldn't be any issue. Therefore don't worry about spherical mapping distortion visible in the viewports because the issue is confined to Softimage. Your plugin is a different issue. As polygons are added/removed, as shown in your video, random parts of the texture space are assigned to the new polygons. You answered the question by stating you're using a random seed, and therefore not attempting to put the correct UVs into that new polygon. Matt Date: Tue, 17 May 2016 15:36:21 +0100 From: pedro santos <probi...@gmail.com> Subject: Re: equirectangular uv To: Softimage Mailing List <softimage@listproc.autodesk.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 ------ Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.