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From: Eric Chadwick <echadwick@wh...>  20040430 01:54:55

Loft is a good way to get parametric UVs in max. If that's too limiting (it often generates too many tris), you could look into a 3rd party plugin like Texture Layers, with its uvsplinegizmos... http://www.mankua.com/texturelayers.cfm >Well, it is in 3dsmax, and it is for road mapping. >And it is not as simple as applying bend modifiers on uvs and so on;) >Our artists want to apply my plugin to a subselection of faces of a >mesh. 
From: Eric Chadwick <echadwick@wh...>  20040430 01:54:55

Loft is a good way to get parametric UVs in max. If that's too limiting (it often generates too many tris), you could look into a 3rd party plugin like Texture Layers, with its uvsplinegizmos... http://www.mankua.com/texturelayers.cfm >Well, it is in 3dsmax, and it is for road mapping. >And it is not as simple as applying bend modifiers on uvs and so on;) >Our artists want to apply my plugin to a subselection of faces of a >mesh. 
From: Eric Chadwick <echadwick@wh...>  20040430 14:30:34

I can't provide any algorithm insight, but I can point out 3rd party plugins/scripts that work with max. I try to keep tabs on what's available. There isn't really a uvspider for max (yet... some similar plugins are in development, they should be released by summer's end). A few alternatives: http://w3.enternet.hu/godzola/ScriptSide/ A manuallyoperated uvspider. Doesn't curve the UVs though. And creates a ton of unique TVs (although autowelding can fix most of this). http://www.texturetools.com/TrUV.asp I haven't tried this one. http://www.maxplugins.de/comm.php?search=3Dspline%20segment Another splinemapping plugin. Simpler (and cheaper) than the Texture Layers plugin I mentioned before. http://www.scriptspot.com/Main_Scripts.asp?BrowseType=3DSearch&Sort=3DNam= e&S T=3D1&SearchField=3Dgametools http://www.chuggnut.com/scripts/unwraptools/unwraptools.htm You might be able to get some ideas from this examining these scripts. Anyhow, I hope this helps you (and your artists). Original Message From: Joris Mans [mailto:joris.mans@...]=20 Sent: Thursday, April 29, 2004 9:25 PM To: gdalgorithmslist@... Subject: RE: [Algorithms] Generating uv coordinates which follow a shape Is there such a thing as uv spider for max? 
From: Doug Rogers <DRogers@nv...>  20040623 22:12:39

If you have connectivity, you can optimize the texture coordinates = afterwards to reduce distortion. =20 It is described here: http://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf http://www.loria.fr/~levy/Galleries/LSCM/index.html Hugues Hoppe also has done work in this area. http://research.microsoft.com/copyright/accept.asp?path=3Dhttp://research= .microsoft.com/~hoppe/mcgim.pdf&pub=3D18 Doug Original Message From: gdalgorithmslistadmin@... = [mailto:gdalgorithmslistadmin@...]=20 Sent: Tuesday, June 22, 2004 4:54 PM To: gdalgorithmslist@... Subject: RE: [Algorithms] Generating uv coordinates which follow a shape Has anyone else implemented this paper? I made an implementation in a max modifier, and the results are = promising, but far from what I expect. The orthogonality constraint = doesn't seem to be that influential. And scaling the constraints with an = "influence" value has no effect whatsoever. I guess I am either missing something or I need to make a "good" start = uv assignment before running the algo on it (right now I put all = "unknown" uvs at 0,0. Dunno if that s a good plan). Also increasing the = number of iterations doesn't help at all. If anyone would care to shed some light on this or help me out, it would = greatly be appreciated ;) Here is a screenshot : http://users.pandora.be/ir_fuel/uv_problem.jpg Joris > Original Message > From: gdalgorithmslistadmin@... > [mailto:gdalgorithmslistadmin@...] On=20 > Behalf Of Ga=EBl LEQUEUX > Sent: Friday, April 30, 2004 11:17 > To: gdalgorithmslist@... > Subject: RE: [Algorithms] Generating uv coordinates which=20 > follow a shape >=20 >=20 > Hi, > A few years ago I wrote a MAX plugin that did exactly what > your are trying to do :) (mapping a flag for example). Yes,=20 > border UV was the easy part, for the other points, I first=20 > assigned UV with a simple projection and then I used Discrete=20 > Smooth Interpolation (iterative relaxation) to equalize texel=20 > density. Here is where you'll find what you need :=20 > http://www.loria.fr/~levy/Papers/1998/s1998_textures.pdf >=20 > Ga=EBl >=20 >=20 > Message d'origine > De=A0: gdalgorithmslistadmin@... > [mailto:gdalgorithmslistadmin@...] De la > part de Joris Mans Envoy=E9=A0: vendredi 30 avril 2004 01:54 =C0=A0:=20 > gdalgorithmslist@... > Objet=A0: [Algorithms] Generating uv coordinates which follow a shape >=20 > Hi >=20 > I ve been fiddling with this for some days, but don't seem to > come up with a "general" solution. The problem is the=20 > following: Assume a planar mesh. I want to define uvs over=20 > that mesh in the following way. I have 4 corner vertices on=20 > the mesh which will contain mapping coords 0,0 1,0 1,1 =20 > 0,1. The uvs on the border of the mesh are calculated by=20 > iterating over the border and using the piecewise distance of=20 > each line segment to define the interpolated values: >=20 > Mapping[ k ]=20 > =3D Mapping[ corner_index ]=20 > + ( Mapping[ next_corner_index ]  Mapping[ corner_index > ] )=20 > * ( distance(corner_index,k) / > distance(corner_index,next_corner_index) >=20 > Whereby distance just sums up all the edge lengths from one > vertex upto another, following the border of the mesh. >=20 > Now this was the easy part, the hard part is assigning the > uvs to the nonborder vertices. And this is where I am=20 > getting stuck. The problem is that the internal uvs should=20 > follow as good as possible, to minimize distortion issues. I=20 > ve been trying by using a massspring system on the mapping=20 > coordinates, and fixing the border verts so they cant move,=20 > but getting a good configuration to start the simulation is=20 > already a problem, coz you need to choose start positions for=20 > the internal vertices, spring rest lengths and so on. I tried=20 > several "project internal vertices on borders and=20 > interpolate" approaches, but for all of those its quite easy=20 > to find a case where it breaks down. >=20 > Here you see an example of what I want to achieve: >=20 http://users.pandora.be/ir_fuel/face_mapping_problem.jpg Oh, and I tried asking the artist to use Nurbs, which would give me a = nice parametrization to define the mapping, but that doesn't seem to be = the solution he is looking for ;) ;) Joris  This SF.Net email is sponsored by: Oracle 10g Get certified on the hottest thing ever to hit the market... Oracle 10g. Take an Oracle 10g class now, and we'll give you the exam FREE. = http://ads.osdn.com/?ad_id=3D3149&alloc_id=3D8166&op=3Dclick _______________________________________________ GDAlgorithmslist mailing list GDAlgorithmslist@... https://lists.sourceforge.net/lists/listinfo/gdalgorithmslist Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D6188  This SF.Net email is sponsored by: Oracle 10g Get certified on the hottest thing ever to hit the market... Oracle 10g. Take an Oracle 10g class now, and we'll give you the exam FREE. = http://ads.osdn.com/?ad_id149&alloc_id=8166&op=3Dick _______________________________________________ GDAlgorithmslist mailing list GDAlgorithmslist@... https://lists.sourceforge.net/lists/listinfo/gdalgorithmslist Archives: http://sourceforge.net/mailarchive/forum.php?forum_ida88  This SF.Net email sponsored by Black Hat Briefings & Training. Attend = Black Hat Briefings & Training, Las Vegas July 2429 =20 digital self defense, top technical experts, no vendor pitches,=20 unmatched networking opportunities. Visit http://www.blackhat.com = _______________________________________________ GDAlgorithmslist mailing list GDAlgorithmslist@... https://lists.sourceforge.net/lists/listinfo/gdalgorithmslist Archives: http://sourceforge.net/mailarchive/forum.php?forum_ida88 
From: Joris Mans <joris.mans@pa...>  20040623 23:42:40

Well, I don=92t see the use of implementing yet another algorithm as a next stage in this uv generation. The paper I referred to does just that, minimize distortions. I am just not getting the expected results and was wondering if anyone here could help me out, because they understand fully and/or have implemented that paper too. Joris > Original Message > From: gdalgorithmslistadmin@...=20 > [mailto:gdalgorithmslistadmin@...] On=20 > Behalf Of Doug Rogers > Sent: Thursday, June 24, 2004 00:13 > To: gdalgorithmslist@... > Subject: RE: [Algorithms] Generating uv coordinates which=20 > follow a shape >=20 >=20 > If you have connectivity, you can optimize the texture=20 > coordinates afterwards to reduce distortion. =20 >=20 > It is described here: >=20 > http://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf >=20 >=20 > http://www.loria.fr/~levy/Galleries/LSCM/index.html >=20 >=20 > Hugues Hoppe also has done work in this area.=20 > http://research.microsoft.com/copyright/accept.asp?path=3Dhttp:/ > /research.microsoft.com/~hoppe/mcgim.pdf&pub=3D18 >=20 > Doug >=20 >=20 > Original Message > From: gdalgorithmslistadmin@...=20 > [mailto:gdalgorithmslistadmin@...]=20 > Sent: Tuesday, June 22, 2004 4:54 PM > To: gdalgorithmslist@... > Subject: RE: [Algorithms] Generating uv coordinates which=20 > follow a shape >=20 >=20 > Has anyone else implemented this paper? > I made an implementation in a max modifier, and the results=20 > are promising, but far from what I expect. The orthogonality=20 > constraint doesn't seem to be that influential. And scaling=20 > the constraints with an "influence" value has no effect whatsoever. >=20 > I guess I am either missing something or I need to make a=20 > "good" start uv assignment before running the algo on it=20 > (right now I put all "unknown" uvs at 0,0. Dunno if that s a=20 > good plan). Also increasing the number of iterations doesn't=20 > help at all. >=20 > If anyone would care to shed some light on this or help me=20 > out, it would greatly be appreciated ;) >=20 >=20 > Here is a screenshot : >=20 > http://users.pandora.be/ir_fuel/uv_problem.jpg >=20 > Joris >=20 > > Original Message > > From: gdalgorithmslistadmin@... > > [mailto:gdalgorithmslistadmin@...] On > > Behalf Of Ga=EBl LEQUEUX > > Sent: Friday, April 30, 2004 11:17 > > To: gdalgorithmslist@... > > Subject: RE: [Algorithms] Generating uv coordinates which=20 > > follow a shape > >=20 > >=20 > > Hi, > > A few years ago I wrote a MAX plugin that did exactly what your are=20 > > trying to do :) (mapping a flag for example). Yes, border=20 > UV was the=20 > > easy part, for the other points, I first assigned UV with a simple=20 > > projection and then I used Discrete Smooth Interpolation (iterative=20 > > relaxation) to equalize texel density. Here is where you'll=20 > find what=20 > > you need : http://www.loria.fr/~levy/Papers/1998/s1998_textures.pdf > >=20 > > Ga=EBl > >=20 > >=20 > > Message d'origine > > De=A0: gdalgorithmslistadmin@... > > [mailto:gdalgorithmslistadmin@...] De=20 > la part de=20 > > Joris Mans Envoy=E9=A0: vendredi 30 avril 2004 01:54 =C0=A0:=20 > > gdalgorithmslist@... > > Objet=A0: [Algorithms] Generating uv coordinates which follow a = shape > >=20 > > Hi > >=20 > > I ve been fiddling with this for some days, but don't seem=20 > to come up=20 > > with a "general" solution. The problem is the > > following: Assume a planar mesh. I want to define uvs over > > that mesh in the following way. I have 4 corner vertices on=20 > > the mesh which will contain mapping coords 0,0 1,0 1,1 =20 > > 0,1. The uvs on the border of the mesh are calculated by=20 > > iterating over the border and using the piecewise distance of=20 > > each line segment to define the interpolated values: > >=20 > > Mapping[ k ]=20 > > =3D Mapping[ corner_index ]=20 > > + ( Mapping[ next_corner_index ]  Mapping[ corner_index > > ] )=20 > > * ( distance(corner_index,k) / > > distance(corner_index,next_corner_index) > >=20 > > Whereby distance just sums up all the edge lengths from one vertex=20 > > upto another, following the border of the mesh. > >=20 > > Now this was the easy part, the hard part is assigning the=20 > uvs to the=20 > > nonborder vertices. And this is where I am getting stuck.=20 > The problem=20 > > is that the internal uvs should follow as good as possible, to=20 > > minimize distortion issues. I ve been trying by using a massspring=20 > > system on the mapping coordinates, and fixing the border=20 > verts so they=20 > > cant move, but getting a good configuration to start the=20 > simulation is > > already a problem, coz you need to choose start positions for=20 > > the internal vertices, spring rest lengths and so on. I tried=20 > > several "project internal vertices on borders and=20 > > interpolate" approaches, but for all of those its quite easy=20 > > to find a case where it breaks down. > >=20 > > Here you see an example of what I want to achieve: > >=20 > http://users.pandora.be/ir_fuel/face_mapping_problem.jpg >=20 >=20 > Oh, and I tried asking the artist to use Nurbs, which would=20 > give me a nice parametrization to define the mapping, but=20 > that doesn't seem to be the solution he is looking for ;) ;) >=20 >=20 > Joris >=20 >=20 >=20 >  > This SF.Net email is sponsored by: Oracle 10g > Get certified on the hottest thing ever to hit the market...=20 > Oracle 10g. >=20 > Take an Oracle 10g class now, and we'll give you the exam=20 > FREE. http://ads.osdn.com/?ad_id=3D3149&alloc_id=3D8166&op=3Dclick > _______________________________________________ > GDAlgorithmslist mailing list GDAlgorithmslist@... > https://lists.sourceforge.net/lists/listinfo/gdalgorithmslist > Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D6188 >=20 >=20 >=20 >  > This SF.Net email is sponsored by: Oracle 10g > Get certified on the hottest thing ever to hit the market...=20 > Oracle 10g. >=20 > Take an Oracle 10g class now, and we'll give you the exam=20 > FREE. http://ads.osdn.com/?ad_id149&alloc_id=8166&op=3Dick > _______________________________________________ > GDAlgorithmslist mailing list GDAlgorithmslist@... > https://lists.sourceforge.net/lists/listinfo/gdalgorithmslist > Archives: http://sourceforge.net/mailarchive/forum.php?forum_ida88 >=20 >=20 >=20 >  > This SF.Net email sponsored by Black Hat Briefings &=20 > Training. Attend Black Hat Briefings & Training, Las Vegas=20 > July 2429 =20 > digital self defense, top technical experts, no vendor pitches,=20 > unmatched networking opportunities. Visit http://www.blackhat.com=20 > _______________________________________________ > GDAlgorithmslist mailing list GDAlgorithmslist@... > https://lists.sourceforge.net/lists/listinfo/gdalgorithmslist > Archives: http://sourceforge.net/mailarchive/forum.php?forum_ida88 >=20 >=20 >  > This SF.Net email sponsored by Black Hat Briefings &=20 > Training. Attend Black Hat Briefings & Training, Las Vegas=20 > July 2429 =20 > digital self defense, top technical experts, no vendor pitches,=20 > unmatched networking opportunities. Visit http://www.blackhat.com=20 > _______________________________________________ > GDAlgorithmslist mailing list GDAlgorithmslist@... > https://lists.sourceforge.net/lists/listinfo/gdalgorithmslist > Archives: http://sourceforge.net/mailarchive/forum.php?forum_ida88 >=20 
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