Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 12-10-2011 , 10:24 AM
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UV per faces (polygon) ?

Hello,

i need UV large mesh which has polygons in square shape, all same size and shape (imagine block land or minecraft terrain), i need one polygon (quadpoly) = UV square i was doing this by plane Y/X/Z projection doing one-by-one face after face but its only solution for small part not for 4000 polygon terrain chunk.

so i wanted ask if i can somehow speed up this type of UV mapping (automated solution/script?) because i didnt see any option in maya for this. (or i missed that option?)

THX for help

# 2 12-10-2011 , 06:27 PM
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Look in polygon menu at the top creaye UVs, auto mapping..........dave




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# 3 12-10-2011 , 07:16 PM
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Look in polygon menu at the top creaye UVs, auto mapping..........dave

i was playing with auto mapping settings but i was unable create this UV:

user added image

(this is what i need but some faster way than "by hand polygon after polygon" planar (X/Z/Y) mapping)


Last edited by XXX1; 12-10-2011 at 07:19 PM.
# 4 12-10-2011 , 07:31 PM
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You are selecting the whole object then press auto map.........dave




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# 5 12-10-2011 , 07:38 PM
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You wont get that single uv with that object. The best way to lay it out quick is as DaveRave suggested with Automatic mapping. Though the outcome wont be tidy its a start. Failing that try and get hold of roadkill or use mayas bonustools, that has some nice uv mapper tools in there

J

# 6 12-10-2011 , 09:18 PM
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In my experience, UV Mapping is a slow and painful process and should be done in slow time. Rush it and mistakes will happen.

If you are UV Mapping a standard cube then use the cube mapping option. I can't remember it's name but it's in the same options as cylindrical mapping etc...


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# 7 12-10-2011 , 10:08 PM
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I'm a little confused by why you want one face to fill up the entire 0-1 space of the UVs. Can you give a screenshot example of how you would want 4-5 cubes laid out?

# 8 13-10-2011 , 08:07 AM
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long reply deleted....

CGtalk forum solution: Unitize UVs in UV texture editor


Last edited by XXX1; 13-10-2011 at 08:23 AM.
# 9 13-10-2011 , 05:27 PM
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XXX1,

Now I see your model I can see what you are trying to do. I would suggest that you create a single cube texture that then reference that cube as many times as you need it thne place the referenced cubes into the right place. Each reference would then be a duplicate of the original cube and take on the properties of the parent. Making everything easy and as they are reference objects little to no overhead in file size or render times


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