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FBX - UV usable range?

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Message 1 of 4
Anonymous
704 Views, 3 Replies

FBX - UV usable range?

Hi All

 

I've a problem with FBX textures import. For example a minimun U(V) coordinate is  -0.04 and a maximim one is 0.96.  But what U(V) range is really used for mapping? Variants

 

[0..1] (most probably)

[-1..1]

[-0.04..0.96] (it's unlikely)

 

Same question can be re-formulated as: what position in UV space does correspond to image center? (0.5, 0.5) or (0, 0) or (0.48, 0.48)? The texture translation is (0, 0), can't help

 

Thanks

 

Tommato

3 REPLIES 3
Message 2 of 4
Anonymous
in reply to: Anonymous

Read my response here.  You're making bad assumptions about how UVs work.

http://forums.autodesk.com/t5/fbx-sdk/getpolygonvertexuv-returns-uv-s-outside-of-0-0-1-0-range/td-p/...

Message 3 of 4
Anonymous
in reply to: Anonymous

>> Read my response here.  You're making bad assumptions about how UVs work.

 

If I understood you well, everything outside [0..1] is tiled/repeated. I've read many models from different 3d apps - it's not always so. The range [0..1] is just using more often, but not near always. UV is just а "space" that can hold any data as they are wriiten. For example many apps do copy model coordinates as UV(s). The range [-0.5..0.5] is also enough popular practice. Noone promised they are from 0 to 1

Message 4 of 4
Anonymous
in reply to: Anonymous

Texture coordinates can have any value.  It depending on the clamping/wrapping values for interpretation.   To sample an image, texture coordinates need to range from [0.0, 1.0).   Note that 1.0 is exclusive, meaning that 1.0 maps to the same texel as 0.0.  Depending on the wrapping and clamping values, texture coordinate values outsize the [0.0, 1.0) range are mapped back into this range.  So texels are located in [0.0, 1.0), texture coordinates can be any floating point value and the texture mapping controls can remap the texture coordinate back into texel  space.  

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