Notifications
Clear all

[Closed] Getting uv shells/elements without UVW_unwrap Mod

Hi

I have written an atlas mapper for my studios very specific needs but because 2013`s unwrap is so unbelievably slow its taking to long so im looking into way to get the Uv shells without an Unwrap modifier,

The only way i can see of doing it is by expanding selections between:-

meshop.getMapFacesUsingMapVert <Mesh mesh> <int mapChannel> <mapVertlist>
meshop.getMapVertsUsingMapFace <Mesh mesh> <int mapChannel> <mapFacelist>

until there is not a change in the number of returned verts/faces

this seems a bit nasty and was wondering if anyone has a different way of getting the uv shells of some arbitrary geo without a Unwrap Mod

Cheers
d.b

24 Replies
2 Replies
(@denist)
Joined: 11 months ago

Posts: 0

why is it nasty? it’s universal solution for getting any isolated collections. grow until growing…

(@denist)
Joined: 11 months ago

Posts: 0

do you know what is particularly slow in 2013 Unwrap_UVW?

ok, just does to me, seems as if there should be a better solution but if not…

Halfway through writing it now anyway

Cheers

for editable poly it will be a little harder. polyop doesn’t have mapfaces < – > mapverts methods

try this one


fn getUnwrapElements myMod =
(
if classof myMod == Unwrap_UVW then
(
modPanel.setCurrentObject myMod
subobjectLevel = 3
facesAr = for f=1 to myMod.numberPolygons() collect f
myElements = #()
 
while facesAr.count > 0 do
(
myMod.selectFaces #{facesAr[1]}
myMod.selectElement()
myElement = (myMod.getSelectedFaces()) as array
append myElements myElement
for faceId in myElement do deleteItem facesAr (findItem facesAr faceId)
)
myElements
)
)
getUnwrapElements $Teapot001.modifiers[1]
 

and btw… there is always and this one
http://docs.autodesk.com/3DSMAX/15/ENU/MAXScript-Help/index.html?url=files/GUID-F1B3ECFD-2649-48C8-B130-15A17527433C.htm,topicNumber=d30e92822

yeah im doing it in mesh

as for the unwrap its a quite well documented issue, a quick google came up with quite a few post about it,

A test i just did

reset max
make tPot
add unwrap – not too bad but still about a second
convert to edit poly – about 5 seconds!

waaaay too slow

just tried it in max 2010, and the convert was almost instant

3 Replies
(@denist)
Joined: 11 months ago

Posts: 0

many people say that Unwrap_UVW is very slow since max 2012. i mostly use 2012/64 now and i don’t have this problem. is it Nitrous related only?

(@kickflipkid687)
Joined: 11 months ago

Posts: 0

Did you try to do this with the Mod Panel closed/in Create Mode?

SetCommandPanelTaskMode #modify

I believe? Having the Mod Panel open while doing anything like that will definately slow it down. Also if you can, turn off sceneRedraw and Undo.

(@denist)
Joined: 11 months ago

Posts: 0

if it’s broken the only good weed really can help.

thanks sinokgr but im trying to get them WITHOUT an unwrap mod

I have already written a script to get me the shells with one

Max 2013 UVW Modifier was broken at first. They had to patch it to fix it. It was basically unusable. FPS equivalent while unwrapping a box was like 2. Now it’s a bit better.

I still wish they would just made the UV part of the SO level or something. I do like how Maya handles that part. But that’s one of the only things about Maya I like…

i have product update 6 installed, its still slow for me

x86 unfortunately but i dont think that would be it, and Nitrus is turned off, regular dx

yeah i have tried turning off all the redraws, it didnt make any difference for me because im doing stack modifications which seem to be the slow bit

Most of my script runs modifications with the create panel active (or anything but modify) and its runs fast, but there are a couple of commands that must be in modify, and that kills it

I was posting about this in another thread, but I got something similar working yesterday to this, I think.

I am using the 2 methods you mentioned to get shell borders, then select those open edges in an EditablePoly Mesh, to show seams without a UVW Modifier. It’s not working 100% though, and the big issue is speed.

Dennis said those 2 methods are slow. It looks like they operate at about 0.1 seconds on an EditableMesh, going through all faces, but 4-5x longer on an EditablePoly, which is not acceptable to me. It causes 0.5-1 second of lag to the user, which will not work.

So he said to look into mapfaces, but now I need to figure that out. I would like to ideally operate on the Mesh, but select edges in both EMesh or EPoly. Since you could have an EPoly, but apply a turboSmooth modifier, and now it’s considered a mesh. But I’d still want to select/show the edges.

Page 1 / 2