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ConjureBunny
11-05-2014, 06:52 AM
Nonawesome UV map when a quad is distorted
So I'm sitting here, trying to figure out why a simple UV map isn't doing what I expected, and I made this simple test.

Can anyone tell me how I can distort a quad so the UV map on it distorts correctly, too? I realize this is happening on the triangle boundary.

I'd like to know how to fix it. Surely there's a way, right? Right?


125337

-Chilton

MarcusM
11-05-2014, 07:00 AM
It's because you have two triangles. Do the same with plane divided few time vertically.

ConjureBunny
11-05-2014, 09:33 AM
That sounded like a good idea, but I just get *more* of the crazy that way.

125343

eKalb
11-05-2014, 09:42 AM
Does it render that way or just OpenGL?

ConjureBunny
11-05-2014, 09:50 AM
Renders like that, too.

125344

ConjureBunny
11-05-2014, 09:54 AM
Hmm. If I slice it up horizontally and vertically a few more times, it looks better.

I guess that's the only solution for now. But hey, it works!

JoePoe
11-05-2014, 10:01 AM
Weird.... I get it too. But only in layer system.

Use Nodes. No problem... Without having to subdivide.

Sensei
11-05-2014, 11:39 AM
Troublesome mesh:
http://forums.newtek.com/attachment.php?attachmentid=125345&d=1415212642

After Multiply > Subdivide Faceted method.
http://forums.newtek.com/attachment.php?attachmentid=125346&d=1415212642

Repeat 2-3 times more:
http://forums.newtek.com/attachment.php?attachmentid=125347&d=1415212642

ConjureBunny
11-05-2014, 06:28 PM
Thanks Sensei, that's exactly what I ended up doing. Perfect :D

shrox
11-05-2014, 07:22 PM
Troublesome mesh:
...


Yep. Stupid nonawesome UV.