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djwaterman
04-15-2013, 08:47 PM
Ha ha, now that I've got your attention, I actually want to know if there is any plugins that have been developed that can export a subD UV as an image file? I've tried freezing subDs but that can result in too heavy an image and it's still not accurate, seems like this is a plugin that needs to be written, even if it produces a rasterised image that you can input the output resolution. Sometimes screen grabs just wont do.

nickdigital
04-15-2013, 09:31 PM
There's this technique.

http://forums.newtek.com/showthread.php?89945-UV-s-and-subpatch-export

There's also a plugin/script though I'm having trouble finding it now.

nickdigital
04-15-2013, 09:37 PM
Found it.

http://www.clintons3d.com/plugins/lightwave/

Someone else had a technique they came up with that they documented in the forum. Maybe someone else remembers the thread.

prometheus
04-16-2013, 01:57 AM
Found it.

http://www.clintons3d.com/plugins/lightwave/

Someone else had a technique they came up with that they documented in the forum. Maybe someone else remembers the thread.


Nice..wasnīt aware of that plugin site..and that subpatch uv python script.

would love to have a UV imaginator but for 64bit and with option to export image in subpatch mode instead of going eps route.

Michael

daforum
04-16-2013, 02:17 AM
+1 for UV Imaginator ( and as a Mac .plugin version too!)

UV Imaginator is a great plugin and one that I used when Mac LW was PPC

prometheus
04-16-2013, 02:20 AM
+1 for UV Imaginator ( and as a Mac .plugin version too!)

UV Imaginator is a great plugin and one that I used when Mac LW was PPC

think it should be a part of lightwave as native too, now how do they export Uvīs in modo by the way?

Michael

daforum
04-16-2013, 02:33 AM
I must add I would like a 32/64 bit Mac version of UV Imaginator :)



think it should be a part of lightwave as native too, now how do they export Uvīs in modo by the way?

Michael

In Modo I think it's the same, "Export UVs to EPS" and it can be found in the Texture tab.

djwaterman
04-16-2013, 02:36 AM
Found it.

http://www.clintons3d.com/plugins/lightwave/

Someone else had a technique they came up with that they documented in the forum. Maybe someone else remembers the thread.

Thanks, I was actually trying to find that Clinton Reese plugin as it was linked in an old thread that took me nowhere. I hope it works, it would be exactly what I was asking for. I would expect something like this to be written into the next version of Lightwave, it's really needed.

djwaterman
04-16-2013, 02:52 AM
Tried it. It's brilliant.

djwaterman
04-16-2013, 04:21 AM
Although it does take its time to creep through a heavy mesh doing its thing.

probiner
04-16-2013, 05:54 AM
Ha ha, now that you've got attention... :)

For heavy subD meshes:
1-Polygon Coloring Plugin to isolate all polygons.
2-Check if the right interpolation is in use in the UVs and Freeze.
3-Select a suface and "Merge Polygons". It will take a while but that's what we have.
4-Repeat for each surface.
5-Delete 0 polygon vertices.
6-Export or with UV Imaginator or EPS file

This is the fastest way I know. Faster than the plugin or faster than my usual way to do it: "Unwrap by UV" on a Quad UV so each polygon is isolated but then the merge is global and it makes Modeler hang. This way you break the model into 2-4 surfaces and merge by steps.

Cheers

nickdigital
04-16-2013, 07:20 AM
I use this more than uvimaginator now.

http://splotchdog.com/index.php?option=com_content&view=article&id=32%3Acuv&catid=11%3Alightwaveplugins&Itemid=161

zardoz
04-16-2013, 08:10 AM
we discussed this here so check this thread, maybe there's more info about this
http://forums.newtek.com/showthread.php?131467-exporting-smooth-UVs&highlight=

probiner
04-16-2013, 09:44 AM
Yeah, but afterwards you complained about the merge being slow and went back to Polygon Coloring,no?
Cheers

zardoz
04-16-2013, 11:12 AM
it's very dependant on the polygon count. In some cases one is faster than the other

djwaterman
04-16-2013, 01:42 PM
Okay for small meshes that plugins fine, but the mesh I was doing it to took over 5 hours to convert, in fact I cancelled it before it finished because by that stage I had already painted up my UV map using the standard EPS output. I will just study this method of Probiner and use that next time. Uv's is like a never ending subject.

daforum
04-18-2013, 05:13 AM
I use this more than uvimaginator now.

http://splotchdog.com/index.php?option=com_content&view=article&id=32%3Acuv&catid=11%3Alightwaveplugins&Itemid=161

Looks like a very cool alternative, but alas no Mac version :(

zardoz
04-18-2013, 05:17 AM
Okay for small meshes that plugins fine, but the mesh I was doing it to took over 5 hours to convert, in fact I cancelled it before it finished because by that stage I had already painted up my UV map using the standard EPS output. I will just study this method of Probiner and use that next time. Uv's is like a never ending subject.

the problem with this script is that it works fine for very simple meshes...we need a faster alternative