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Author Topic: UV coordinates problem  (Read 1813 times)

JT9354

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UV coordinates problem
« on: October 16, 2013, 04:09:38 PM »
Hi all.
can somebody help me on this? the image should be self descriptive:

iToo

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Re: UV coordinates problem
« Reply #1 on: October 16, 2013, 04:39:06 PM »
Try adjusting Distribution->X/Y size, instead modifying the UV coordinates.  The UV scattering algorithm depends of the underlying geometry, so the result may change with different geometries, even if they share the same UV values.
Carlos Quintero
iToo Software

JT9354

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Re: UV coordinates problem
« Reply #2 on: October 16, 2013, 05:01:02 PM »
the problem is that I'd like to have just one forest object where I can adjust transformations etc. in one step. I don't quite get why it is behaving like shown.
edit:
I could live with the uvw xform modifier workaround but do not understand why I cannot bring the geometry together with the tiling values. I also tried with a one-white-pixel map with the same result.
« Last Edit: October 16, 2013, 05:26:34 PM by JT9354 »

iToo

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Re: UV coordinates problem
« Reply #3 on: October 16, 2013, 05:53:37 PM »
This problem is caused because the way that Forest computes the equivalence between UV coordinates, and the size of the Distribution Map. The value depends of the underlying geometry, resulting in different values for each mesh.

We have plans to solve this limitation, using a different approach to compute this value. Unfortunately this requires some changes in the code and a full testing process, in order to keep the compatibility with existing scenes.
Carlos Quintero
iToo Software

JT9354

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Re: UV coordinates problem
« Reply #4 on: October 16, 2013, 06:17:47 PM »
ok tnx for the explanation.
would be great seeing some improvements in UV mode.
for this scene I used 12 different forest objects in XY-mode, would be probably been easier to set up in UV-mode:

iToo

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Re: UV coordinates problem
« Reply #5 on: October 16, 2013, 06:32:47 PM »
Yes, i know UV mode requires some changes. We'll try to work on it for the next update.

Nice use of Forest, by the way :).
Carlos Quintero
iToo Software

JT9354

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Re: UV coordinates problem
« Reply #6 on: February 13, 2014, 11:25:24 AM »
hi again, just read about the features of Forest Pack Pro 4.2.0 beta.
I have to do work again on that vis project with the bricks. many things had changed on the facade with different grids etc.
Do you think the new UV mode algorithm will help me doing that with one forest object and UVs?
tnx

iToo

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Re: UV coordinates problem
« Reply #7 on: February 13, 2014, 11:45:19 AM »
Yes, the new algorithm fixes exactly the problem you describe in the first post. Now it's possible to deform the surface while keeping the distribution.
Carlos Quintero
iToo Software

JT9354

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Re: UV coordinates problem
« Reply #8 on: February 13, 2014, 01:53:25 PM »
nice! just tested.
only one forest object, new uv mode, one checker distribution map (2x2px).
i love forest.
tnx

edit: before I had to do this with 4 forest objects for those wondering why I am excited...
« Last Edit: February 13, 2014, 01:55:17 PM by JT9354 »

iToo

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Re: UV coordinates problem
« Reply #9 on: February 15, 2014, 10:01:53 AM »
Glad it solved the problem.  ;)
Carlos Quintero
iToo Software

TL1895

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Re: UV coordinates problem
« Reply #10 on: February 15, 2014, 04:11:59 PM »
nice! just tested.
only one forest object, new uv mode, one checker distribution map (2x2px).
i love forest.
tnx

edit: before I had to do this with 4 forest objects for those wondering why I am excited...

Wow, nice forest(s) now I'm really inspired to try forest for bricks...