Does this help?
https://gfycat.com/ShabbySeriousDrafthorse

On Sun, May 15, 2016 at 7:02 AM, Matt Lind <[email protected]> wrote:

> I would need to see the problem to give a good answer as I'm not sure what
> I'm envisioning in my head matches what is being described.
>
> Knowing how the sphere is modified is important.  Unfold tries to evenly
> distribute the texture space of the texture to match the topology while
> minimizing stretch/compression.   If the poles have elongated triangles,
> then that will obviously play into the distribution of the unfolded texture
> (in theory it shouldn't, but in practice it does).  One way to mitigate
> that
> issue is to add vertices and perpendicular edges at regular intervals along
> the elongated edges to closely match the spacing of other edges around the
> rest of the mesh, but that will have limited influence on the result and is
> more of a brute force technique.
>
> Unfold is also a flawed tool as even simple cases come out distorted.  for
> example, get a primitive sphere and imagine it's the Earth.  Place a
> vertical UV seam down one side at the international date line, then two
> more
> seams at the arctic/antarctic circles.  Deselect the vertical edges
> connecting the circles to the poles.  Now unfold the mesh.  Notice the
> sphere is splayed in butterfly fashion, but one half is larger than the
> other and slightly off kilter in alignment with the texture editor.  The
> circle at one pole is often (but not always) larger than the other circle
> too.  These are the kinds of issues you'll battle, but on more complex
> cases
> they'll be too complex to solve without resorting to cleanup via
> pushing/pulling points to correct the flawed parts of the unfold.
>
> However, let's put all that aside and look at the goal from the beginning
> and not the current situation which has a roadblock.
>
> An equirectangular projection comes in a few flavors, but most are similar
> to a cubic projection.  The main difference is in how the top and bottom
> sides are projected.  Simple analysis of the problem would suggest one
> could
> take a cube and use Catmull-Clark subdivision smoothing to round it into a
> sphere.  That would accomplish nicer edge placement which closely match the
> meridians of the projection to handle (or fabricate) the texture space.  A
> single vertical seam from pole to pole (despite no physical poles) could be
> used to unfold and splay the sphere to accept/define the projection, but
> subtle details may need to be tweaked for a perfect match.
>
> Alternately, use rendermap applied to a sphere to capture the external
> world.  The rendermap generated image should mimic an equirectangular
> projection. You may have to open the poles like the Earth without the
> arctic/antarctic circles, for example, to adjust the field of view for the
> rendermap process.  Invert the sphere's normals so rendermap points
> outwards
> into the world instead of inwards towards the sphere's surface....and of
> course, exclude self or make the material 100% transparent so it doesn't
> block the rendermap camera from seeing the world.  Since rendermap travels
> texel-to-texel along the geometry, a high resolution image and smooth
> surface are really important.  I'd encourage you to use a NURBS sphere with
> view dependent smoothing for best results.  you set those in the sphere's
> geometry approximations PPG.  Try setting length/distance/angle values to
> less than 2 degrees and 0.5 units, activate view dependent subdivision
> smoothing, and make sure the min/max subdivision limits are increased
> beyond
> the default 1,3 (well, just the max.  shouldn't have to go beyond 6).  If
> you get sawtoothing at the poles or faceting artifacts in the resulting
> texture, then it means your smoothing parameters are not set correctly.
> The
> reason for using NURBS over polygons is the better interpolation of the
> shading normal between texels.  Rendermap is highly dependent on the
> shading
> normal orientation to determine what it's camera points at.  When pointing
> a
> camera into the outside world, even very tiny deviations in normal
> orientation can produce big errors in the result.  NURBS are infinitely
> smooth whereas polygons are only as smooth as they are subdivided - and
> even
> then approximations at best.
>
> Matt
>
>
>
>
> Date: Sat, 14 May 2016 17:33:32 +0200
> From: "Sven Constable" <[email protected]>
> Subject: RE: equirectangular uv
> To: <[email protected]>
>
> To fix distortion on the poles, XSI has a special mapping feature called
> 'implicit' (Clusters/?Texture Projection Def), but this is actually a
> mental
> ray feature and doesn't deal with UVs at all. So when exporting meshes you
> cannot use it, I think. I'm not familiar with Unity unfortunatly, maybe
> there is a similar feature for spherical projections not using UVs but
> instead a special projection method (perfect spherical) ?
>
> Otherwise, since a sphere always has poles/singularities you will get
> distortions on them. Workaround could get rid of the poles by deleting the
> inmost polygons on each pole, duplicating the resulting (open) edge loop,
> and scale it to zero. Resulting in many point on the same spot. Then
> relaxing them in the texture editor. Results could be ok, not sure. Maybe
> I'm  overcomplicating it.  Matt Lind needs to chime in :)
>
> Can't you use cubic mapping? That should avoid the problem in the first
> place.
>
>
>
> sven
>
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