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[Closed] Back to Tverts for a moment

Quite a while passed since my experiment of getting the texture vertices out by mesh vertices.
I guess I have some karma with this topic. I really sat down as a student and understood the problem. However two question remain.

I pick the face by meshfaceusedbyvert command, but as usual there are quite some faces.
How would I know which face is the best for finding out the texture face and then the target the texture vertex.

second question is I guess simplification of the first, that how avoid seams in the exported geometry’s uvw.

This is an opensource project, it is an exporter for samllluxGPU a wonderfull opencl renderer already packed with awesome features and incredible perfomance.
If you can bless us with the working code, I would be very happily release the exporter for the community asap.

I should mention that the file format I export is a variant of ply, and the format is based on vertices, which are counting from 1 till the number of vertices and then face list etc.
THe texture vertices are stored in the same line as the vertices.
So texeture vertices almost certainly has to be found by mesh vertices. Otherwise it could be almost impossible to put it into order. Just a note I know that it is possibe to output proper uvw by mesh face order, and we have that code.
Thanks again.