we use ptex here in some situations, and although you do save time from not needing to create UVS, uv's are a bit friendlier when you change topology.
cutting a new edge into a piece of geometry is usually not too big of a deal, as long as you are not deleting a UV border edge. Usually with uvs you can make minor change to topology with minimal redoing of UV's required. but with Ptex as soon as you make any change to the topology you lose major areas of texturing, dude to ptex working with an adjacency table of polygons. so basically, you better have your topology absolutely perfect, and rig tested before you start using PTEX. we still use UV's half the time here, and ptex the other half On Tue, Apr 8, 2014 at 10:58 PM, Sebastien Sterling < [email protected]> wrote: > Does anyone know if PTEX workflow currently allows for as much control as > UV ? > > or does it by its nature have limitations. > > Where it is relatively easy to animate a texture and subsequent > deformation, how does one go about this in PTEX ? >

