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Maya: UV pixelsnap layout

Cronnix
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Cronnix polycounter lvl 9
Hi all! Is there any way to automatically make each UV vertice in UVMap to snap to closest grid/pixel? I am making an UVset for a lightmap and would like to avoid having edges going in the middle of a pixel to avoid light seams. As per picture below:
http://i.imgur.com/cFroT.jpg

I can surely do it manually, but would take hell lot of time :) Or maybe there is any other software that has this function?

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  • oglu
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    oglu polycount lvl 666
    your bake engine should bleed outside of the uv shell so this shouldnt be a problem at all...
  • Cronnix
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    Cronnix polycounter lvl 9
    oglu wrote: »
    your bake engine should bleed outside of the uv shell so this shouldnt be a problem at all...

    It becomes a problem when it's a rough mesh with hard edges, so two nearby faces may have significantly different lightning. If that edge, which is shared by both faces gets in the middle of a pixel it would result in some weird bleeding, wouldn't it?

    I am using UDK and you can see certain issues (left without lightmass, right with), despite UV shells having enough padding between them.

    http://imgur.com/DE5zB

    In the end I guess it's not that important, was mostly curious :)
  • CheeseOnToast
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    CheeseOnToast greentooth
    I don't have maya in front of me right now, but there's an option in the UV editor somewhere to snap UVs to pixel corners or pixel centres. I think it might be "grid UVs". Definitely helpful for low-res lightmaps.
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