Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 31-12-2007 , 07:41 PM
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Join Date: Dec 2007
Posts: 12

Extraneous Point From Samplerinfo.worldPoints

Check out:

https://www.rpi.edu/~doriad/scene.JPG
https://www.rpi.edu/~doriad/points.jpg

I wrote a plugin (with the c++ API) to write out the samplerInfo stream to a file! Still some weird "glitches" though. I am getting out the file full of (X Y Z) coords like I want (from the samplerInfo.worldPoints). However, there are tons of extraneous points that I have to remove after they are exported, as you can see below (last two lines):

-0.386149 -0.000722992 0
-0.355757 -0.00137773 0
-0.327306 -0.00199836 0
-0.300385 2.78162e-309 0
-0.274712 1.28451e+255 0

These extreme outliers are very easy to remove after the export, but I get lots points very near the objects that also don't belong (see "points.jpg"). It was my understanding that the samplerInfo node samples the scene and gives back any surfaces (basically anything that would reflect a ray sent in that direction). So I should see only three sides of a the cube and the front "half" (maybe it is less than half) of the sphere. As you can see, the cube looks pretty good, but there sphere seems to be split into two "blobs", and there are a lot of random points all over. Do you know where these would be coming from? Maybe something with the lighting or shadows? From what I've seen, if I turn the lights off completely it just thinks there is nothing to render (because it cant "see" anything), so I guess that won't do it.

Please let me know if you have any tips to get rid of this stuff.

Thanks,

David

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