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Just a post I thought may be useful, I was getting frustrated with lack of detailed info on how the UV border vertices get smoothed in different apps
-- NOTE 1 --
I’ve attached some images comparing Mudbox, Maya and Modo. It uses the standard Mudbox tree, it is a closed mesh.
Mudbox has been set to subdivide a-la Mudbox 2009 mode with smooth UVs set to ON
Maya used the standard smooth node with smooth UVs on.
Modo uses the pSubs, smooth UVs
From what I can see:
All three apps smooth the 3D mesh identically in 3d space.
Modo pSubs seems to interpolate the UV borders in relation to what the mesh actually looks like in 3D, and has the least distortion of all three if you paint and bake a texture. From what I gather, it uses the ‘true’ pixar subd library.
Mudbox appears to smooth out boundary UVs whose vertex has an edge valencey of 5 and above, yet ‘suck-in’ boundary UVs of edge valency 3. A little weird IMHO
Maya smooths the whole border, there are no options for pinning corners.
All 3 apps, from what I can gather, use catmull clark UV smoothing interpolation, yet all three do different things to the UV boundaries.
....Mudbox does not match Modo in any way at all from what I can see…
-- NOTE 2--
The ‘default’ new way to smooth UV borders in Mudbox was introduced during Mudbox 2010, this essentially preserves the border completely linearly, smoothing internal UVs. It matches a mode that Maya can have (preserve border), matches a mode pixar introduced for renderman during prman 14/15 , and what zBrush does by default.
Thats good in principal, but...from what I understand, Modo 501 doesn’t support this mode, and more importantly, baked textures will have ‘distortion’ due to the texture approaching the linear UV border, this can be a pain when painting the map or fixing it in photoshop.
There is also the potential for the smoothed internal UVs to smooth very closely and sometimes even overlap the linear border, especially if your base mesh is pretty low
Some would argue that the UVs need to interpolate and truly represent what the mesh looks like in 3D, to avoid all potential texture distortion. I’d agree
Anyone have any thoughts? Maybe Mudbox dev team can reply to shed any light on what the variable MUDBOX2009_SUBDIVIDE_SMOOTH_UV actually is doing to UVs ?
many thanks
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