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Split / cut Texture_Projection by cluster

Posted: 21 Nov 2017, 12:29
by sant0s
Hello :)

I have a sphere with a texture_projection.
Now I would like to evenly split the texture_projection in 4 parts.

Somehow I dont manage, to cut the texture_projection in the texture editor.

Is there a quick way, to achive that?

At the moment I am doing it by creating a grid, generating an overall texture projection and than choose the clusters and create a texture projection only for that cluster, so that it fits.
After that I freeze everything and do the fold operator to create a sphere. But if I would like to split that cluster again in 4 texture_projections, I have to go back to the grid and do it there.

Thanks alot!

sant0s

edit: the sense behind that is: I have one overall color of the planet earth and for parts, that are closer. But as soon as I get over the pixel amount that is alowd, I cannot render.
So I cut it in 4 parts a 30k instead of heaving on with 120k pixel resolution.

Re: Split / cut Texture_Projection by cluster

Posted: 21 Nov 2017, 15:38
by FXDude
Have you tried the "Unfold" projection?
Then you can select edges where you want the cuts to be, ... and unfold (in the projection PPG).

Re: Split / cut Texture_Projection by cluster

Posted: 21 Nov 2017, 16:25
by FXDude
You can also select cluster edges in one go to define Unfold edges ::

- RightClick cluster in exploer -> Select components
- then from the sidebar Select menu -> select Polygon Outlines

There is also a cluster selection mode (when in poly select mode), to easily pick poly clusters in the viewport.

Re: Split / cut Texture_Projection by cluster

Posted: 21 Nov 2017, 17:58
by sant0s
Thx FXDude!

Sounds like what I am looking for, gonna test it now.

greetings,
sant0s :)

Re: Split / cut Texture_Projection by cluster

Posted: 22 Nov 2017, 16:27
by sant0s
Hey FXDude,
something I stuck at, is that the new UV will look very messy, like I unfold a complex geometry.
Is that just a question of doing the "Auto fit" or do I have to edit points by hand?
Sorry for stupid questions, but somehow the switching between application makes me super forget!

Thx again! :)
sant0s

Re: Split / cut Texture_Projection by cluster

Posted: 22 Nov 2017, 19:01
by mc_axe
If you want to have 4 vertical slices. You can create a typical sphere, apply spherical proj, select edges that you want to cut , disconect components
In T editor, seperate the 4 isles (or patches), by default u select them with the 'I' or you can directly double click polygons in viewport , and you move them scale them normaly,

Take each one side and maximize it in X direction to fill exactly the area of the editor (*Now i dont knwo how you can do that perfect without addon)
Then apply 1 material for each slice. And weld. So you end up with 4 clusters that have own mat and can pull texture form different file.

Re: Split / cut Texture_Projection by cluster

Posted: 23 Nov 2017, 01:07
by sant0s
thank you, it works now! :)
I used the way to disconnect the clusters. that gives me a clean and easy uv to edit.
when I zoom super close, the points also start to snap since its the max resolution or something.

thx,
sant0s

Re: Split / cut Texture_Projection by cluster

Posted: 23 Nov 2017, 01:57
by FXDude
Nice tips MC!

There is also a preference that I recently found pretty useful ...

preferences -> Texture Editor -> ... and one of the sync options (cant remember which one exactly, you can try them)

which allows to pick stuff in the viewport OR the UV editor, and click the double arrow to match the selection in the viewport to the UV selection,
(not in 'samples' like the default, but actual polys if in poly mode, points if in point mode... )
or click the refresh button to match the selection in the UV from the viewport.

May have been obvious to some, but illuded me while it was there alll along :)

Re: Split / cut Texture_Projection by cluster

Posted: 24 Nov 2017, 11:31
by sant0s
Thx @FXDude,

never ever used these options before - good to still learn new tricks and workflows in SI. :)