There is a known issue with polygon node clusters (aka sample clusters)
getting corrupted on meshes. Workaround is to delete the cluster and create
a new one. Another option is to triangulate the mesh, but that would likely
make it impossible for you to copy UVs between objects as the
For future reference I've found a stupid work around.
I copy the geometry over via ice's clone polygon mesh, keeping the old uv's
and projection untouched (all uv's are at 0,0,0 at this point)
Then I open the texture editor with the donor mesh, ctrl+a, ctrl+c then
move to the receing mesh and in
A nice seque from the GATOR thread.
Out of the box GATOR is your best bet, but it won't copy hardedge cluster
information, and might slip up on a few UVs here or there - especially if
the object has UV islands. If that isn't good enough you can script it
using the GATOR SDK, but is a lot of
A nice seque from the GATOR thread.
Out of the box GATOR is your best bet, but it won't copy hardedge cluster
information, and might slip up on a few UVs here or there - especially if
the object has UV islands. If that isn't good enough you can script it
using the GATOR SDK, but is a lot of
Indded :-) Thank you for the exhaustive reply. Knowing houdini well too it
seems to awkward to not be able to copy some polygons and uv's from one
object to another. I've now taken the hard edges out of the equation by
disconnecting them. But is Copy Texture Projection from Source
fundamentally
i have a bunch of objects with expressions and animation and complicated
partition setups over multiple scenes which I don't want to have to redo or
write some convoluted script for if it can be avoided ;-)
-F
On 4 June 2015 at 21:42, Mario Reitbauer cont...@marioreitbauer.at wrote:
But what
What I´m deducing is that buswidth and amount of RAM are related and
allow to
predict the probable amounts of video RAM for a series of cards of the same
generation.
After looking at the 6xx to 9xx range of cards, I conclude that when
going from
256bit in the 6xx card range to 384bit in the
Hi,
I have a mesh that has received some fixes and new uv's and I need to take
geo/uvs/hardedges and copy that to an existing object replacing it's
existing geometry/uvs/etc. allowing me to keep the object level stuff
untouched (partitions, animation expressions, etc.)
Using [apply delete i get
Hi,
if you mean object merge then that creates a new object which wont help and
MergePolygonMeshes in ICE presents me with the same problem as Copy, UV
don't want to work.
Thank you,
Fabian
On 4 June 2015 at 21:03, Mario Reitbauer cont...@marioreitbauer.at wrote:
Couldn't you just delete the
Couldn't you just delete the parts of the object you don't need anymore and
merge the new geometry to it.
This will merge everything you need (uvs, hard edges, clusters, shapes...)
2015-06-04 20:55 GMT+02:00 Fabian Schnuer Gohde list@gohde.no:
Hi,
I have a mesh that has received some fixes
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