Boundary First Flattening (BFF) is a free and open source application for surface parameterization. Unlike other tools for UV mapping, BFF allows free-form editing of the flattened mesh, providing users direct control over the shape of the flattened domain—rather than being stuck with whatever the software provides. The initial flattening is fully automatic, with distortion mathematically guarante
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You've probably run into terrain where the steep sides of a cliff have their texture stretched so much that it looks unrealistic. Maybe you have a procedurally generated world that you have no way to UV unwrap and texture. Tri-planar mapping provides an elegant technique to solve these issues and give you realistic textures from any angle or on any complex shape. Here you will learn about the tech
SpriteUV2 A UV MAP / SPRITE / TEXTURE PACKER THAT YOU WILL LOVE Save memory for more content. Features extremely tight packing. Allows for an additional 30%-90% free space compared to square or other concave packing algorithms. Easy to use. Drag and drop image files (.fbx, .json( Spine ) .png, .tiff, .tga, .psd) -> Select folder for atlas and meshes -> Hit Build Per sprite settings. Precise mesh s
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Hello Folks, the last weeks i have been working on a uv packer. I could not find a good packer that can handle very complex shapes or holes. The packer from Headus UV Layout is very close to it, but they are cases when it can't find a good solution. Follow on Twitter Follow on Facebook Demo available (Update 6.03.2015 Beta 26 Version 1.7.5544.319) also available via automatic updater inside the pr
In this test case, instead of 32x faster with 32 threads, it’s only 1.3x faster. “Which means that 30 of the cores are idle and you are wasting your money,” he adds. … The move to Ptex is driven by issues with taking a 3D ‘skin’ and flattening it to a 2D flat representation – traditionally as a UV mapping. Namely that: faces don’t flatten nicely, this is inherent with a 3D surface in a 2D world th
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