• Advertisement
Sign in to follow this  

Anyone used UVAtlas?

This topic is 662 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I am trying to use UVAtlas code from github in order to create a uv atlas for a 50k triangle scene.

 

I am beyond confused right now because of the data it returns to me:

 

{ size=298 }   //Input vertices
{ size=564 }   //Input indices
{ size=564 }   //Input adj info, filled with -1
{ size=564 }   //Output vertices
{ size=2256 } //Output indices but these are uint8
{ size=564 }   //Output remap array
{ size=188 }   //Output face partitioning array
0.000000000 //Output stretch
188                //Output charts count
 
Log:
 
UVAtlas: Vertex Number:298
 
UVAtlas: Face Number:188
 
UVAtlas: Scale factor is 24.978756
UVAtlas: Initially having 188 separated charts
UVAtlas: Initial chart number 188
 
UVAtlas: Charts before merge 188
UVAtlas: Charts after merge 188
UVAtlas: Final space utilization ratio after pack = 63.167%
UVAtlas: Final X and Y = 998, 998

 

1) Why does it return so many vertices? why does it return indices in that weird form? What does it expect me to do? I just have a list of vertices and I need UV coords generated for each one, not more, not less! why does it give me all these extra vertices???

 

2) How do I actually generate the texture/lightmap from this? By lightmap I mean a lightmap without the lighting computed yet.

 

3) Should I just not use this tool and use libigl instead?

 

Thanks all

Share this post


Link to post
Share on other sites
Advertisement

1.) No idea what you are talking about. Is this a tool that generates uv lightmap coordinates? It returns more vertices because it is splitting vertices.

 

2.) You can always unwrap and bake models individually. I use blender to model and export and generate a set of UV's for AO maps. I bake the maps in blender using those uv's.

Share this post


Link to post
Share on other sites

for question 1:

We use UvAtlas in production to unwrap uv.

after uv is unwrap,  face number remain the same, but vertex number may increase. Try to image unwarp a teapot onto a texture, parts of the teapot must be separated, so some vertex is duplicated, and position at different place on uv space.

to use UvAtlas:

1.DirectX::GenerateAdjacencyAndPointRep

2.DirectX::UVAtlasCreate

3.DirectX::UVAtlasApplyRemap

Can't remember the detail, take a look at the command line tools MS provided will help.

Edited by alek314??

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement