Thanks I’ve got no idea how to do that in ICE. I’ll probably go with scripting 
even if it will be much slower.

Martin
Sent from my iPhone

> On Oct 25, 2017, at 17:46, Matt Lind <[email protected]> wrote:
> 
> Comparing the UV coordinates at each vertex is generally correct, but it 
> sounds like the comparison wasn't deep enough.
> 
> Consider this:
> 
> for each edge of mesh:
>    If edge == boundary:
>        UV coordinates of edge are UV island border
>    else:
>        if edge's UV coordinates at vertex 0 are same value AND
>        edge's UV coordinates at vertex 1 are same value AND
>        sign of polygon A's determinant == sign of polygon B's determinant:
>            edge is an interior edge of same UV Island.
> 
> Use UV coordinate values of the first 3 vertices comprising the polygon, in 
> proper winding order, to compute the determinant.
> 
> Overall level of difficulty is low, but Softimage data structures are not 
> ideal for this task as they're designed for efficient drilling downwards 
> (e.g. object -> polygon -> edge -> vertex -> polygon node).  There's little 
> support for going the other direction  (e.g. polygon node -> vertex -> 
> edge -> polygon -> object).  You'll spend more time figuring out how to 
> traverse the mesh efficiently than on the problem of which UV island a 
> polygon node belongs.  There are multiple solutions, but running time varies 
> significantly.
> 
> Matt
> 
> 
> Date: Wed, 25 Oct 2017 16:56:19 +0900
> From: Martin Yara <[email protected]>
> Subject: UV Island Border
> To: "[email protected]"
> 
> Any idea how to get the island border through scripting ? (or ICE)
> 
> I was using a compound rray uploaded in si-community where the logic is
> comparing every edge's sample UV positions. If they don't share the same
> position, or is a border edge, then it's a UV border.
> 
> The problem with this is that it doesn't recognize the borders of islands
> that are symmetric and overlapped (like folded in the middle).
> 
> Any ideas ?
> 
> I'm trying to reproduce a tool I wrote in Maya to verify the distance
> between all the islands to check if they are not too close and cause
> bleeding problems.
> 
> Martin 
> 
> 
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