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 ordering would
change. Well, actually it would copy/paste values, but the result would not
be what you desire.
I don't use the "Copy Texture Projection From Source" tool or any of it's
siblings for exactly the reason you describe. A quick alternative is to
CTRL + Drag the texture projection from your edited mesh onto the original
mesh in the scene explorer. This makes a duplicate of the texture
projection on the target mesh, but will only work if both meshes have the
same number of polygon nodes and vertices, as well as same ordering.
The technique I tend to find more reliable is to select the source object,
open the texture editor, select all UVs using CTRL+A, then choose "copy UVs"
from the edit menu. This will copy the selected UV values into the windows
clipboard. Next, select the target object, refresh the texture editor
focusing on the desired texture projection, again select all UVs using
CTRL+A, then choose "Paste UVs" from the edit menu. This will take the UV
values from the windows clipboard and paste them into the texture
projection. This method copies UVs based on indexing of the polygon nodes
on the meshes like the other techniques above.
Matt
Date: Fri, 5 Jun 2015 01:07:13 +0200
From: Fabian Schnuer Gohde <[email protected]>
Subject: Re: Copying geometry from one object to another
To: [email protected]
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 broken or am I doing something wrong?
best regards,
Fabian