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Merge geometry compound generates strange uvs

Message 1 of 3
511 Views, 2 Replies

Merge geometry compound generates strange uvs



I was playing around with trying to "uninstance" instanced geometries, but ended up using MJCG's replicate mesh compound (from this forum). But I noticed, that he used the "merge_geometry" general node, which strangely messes up the incoming uvs.

Here is a testscene: without merging, the geometry works fine in maya, but if I use the merged stream, the output maya geometry will has the default map1 uvset completely empty, BUT creates the bifrost's default uv "face_vertex_uv" exported as a valid uvset on the maya shape. 

It took a while to figure it out, I though the node completely destroys the uv, but it just ends up converting it back in a bad way.


Is this a bug, or I'm missing something? (not a big problem, but it took a while to figure it out, what's happening)

Message 2 of 3
in reply to: kmdaniel

Bifrost's UV system is working great inside Bifrost, but when converting a mesh back to Maya it has some flaws. That said, you can deal with this issue by doing this before exporting your object:

After this, the face_vertex_uv will appear as the standard uvSet in Maya.

Maxime Jeanmougin - Technical Artist

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Message 3 of 3
in reply to: mjcg91

Oh, great, thanks! 

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