Mesh from strand UV Bug

 
 
 
Posted by:will99au
Data created:9 November 2016

Hi everyone.  I am investigating rapid hair card generation solutions for the game studio I work at.  I have been playing with Ornatrix for the last few days and have had some success but there are a few things that I cant seem to work out. 

One is the UVS of my mesh hair cards.  I have a set of 3 hair cards, each with their own UVs to display a different part of the hair texture sheet.  When I add them in the proxy mesh tab in the mesh from strand node they were all appearing with the same part of the texture, like they all had the same uvs.

To test this I made a cube and cone to add as proxys as it was hard to tell with the hair strips if they were swapping in correctly. I moved the uvs around and game them a basic black and white texture.  They worked correctly in the viewport as a white cube and black cone.  When I added them as proxy meshes though they both appeared black.

What i found is that the mesh from strand rebuilds the uvs of a random proxy mesh to try and fit within the UV shell of the other one.  The hair cards rebuilt their uvs to fit within the first hair proxy uv shell so they use the same texture space.  same thing was happening with the cube and cone.

So basically the mesh from strand feature is destroys the uvs from all but one proxy mesh which makes hair card generation difficult.  I appriciate any help. 

Thanks

Will


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Hi Will,

I was able to reproduce this issue. I will take a closer look into it. Thanks for the report.

Best Regards,

Jeordanis F. 


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Jeordanis Figuereo (Product Designer. EPHERE Inc.)