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think you'd need to preprocess the mesh and encode the per vertex ratio of uv density to spatial density in say a vertex alpha channel. not sure on the best method to compute this but off the top of my head I'd say.... <area of all faces used by the vert >/<area of all map faces used by the vert>
The part that's the problem right now is Among Python code functions I want to gather all UVs at the origin through moveX and moveY. The rules are Open the UV window, cut off the edges After putting all sides in the array Select one face -> Enable absolute coordinates ->Enter 0,0 in coordinates X and Y I want this to…
PS Let's say that this is a unique tennis ball, and I would like to convey all the features of its texture, create a digital clone of it. And its shape is a perfect sphere
Here is a breakdown of all the shots. Mind's Eye | Shot Breakdown Here is a side by side look at our latest previs vs the final outcome. MindsEyeFinalVsPrevis