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Old 4th December 2022, 01:19 AM   #1
domhenry
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Default UV Mapping Based On Normals

I hope this really isn't a super dumb question - is there a method to create a UV map based on the normal direction - so flattening selected surfaces on the normal direction....

There I asked....

Thanks
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Old 7th December 2022, 04:46 PM   #2
Andy
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Default Re: UV Mapping Based On Normals

Do you mean Least Squares Conformal Map?

In AC3D, Select a few surfaces and press LSCM->Unwarp on the TCE. That will "flatten" the UV map.
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Old 7th December 2022, 09:25 PM   #3
domhenry
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Default Re: UV Mapping Based On Normals

Yes - sort of like that - but the UV produced is distorted - looks like it is trying to fill the mapping window - it needs to do the same but without distorting it....
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Old 8th December 2022, 06:50 AM   #4
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Default Re: UV Mapping Based On Normals

I don't think I know of an algorithm that does that. Do you know of one?
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Old 8th December 2022, 07:34 PM   #5
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Default Re: UV Mapping Based On Normals

Afraid not - but it seems to me that the LSCM Unwrap is very close to getting it right.

For comparison, in the attached I'm using the left side of an aircraft canopy. The top left is an unaltered UV Map using the Remap / left function. The bottom left is an unaltered LSCM Unwrap. The top right is the same LSCM Unwrap just resized dragging the bottom box up to match the top left.

So close.... The LSCM just needs fill left right - rather than left right and top bottom.... (maybe just an option for the LSCM).

Hope that makes some sense....
ta
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Old 9th December 2022, 06:35 AM   #6
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Default Re: UV Mapping Based On Normals

Hmmm. Not sure what to suggest. You could try rotating the geometry before using LSCM, then rotating it back. Perhaps map from the top and then stretch it?
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Old 9th December 2022, 09:22 PM   #7
domhenry
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Default Re: UV Mapping Based On Normals

Maybe I'm being a bit precious . The one above where I use a left then make the LSCM more or less the same size will work ok - was just trying to remove a couple of steps...
All good.
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