I’m going to guess… yes. But what software are you using? Houdini likely can do this. Substance Designer probably too. Blender could also, if you bake from a dual-paraboloid uv layout into an equirectangular one.
I think I figured it out. UV1: UV2: UV2 has some distortion at the poles, and you can see it omits a lot of the texture there. I guess you could rez up the sphere to reduce that. Here's a glTF model with both UVs.
Out of houdini , what projection is that and how can I do to convert to equirectangular? I did manually , but if I can find a more automated process would be nice... https://i.ibb.co/bFv1XVT/gagarinheightmap.png
Every 3d package texture baker could bake from one UV to another or from one mesh to another. Could be done both ways actually. I don't use 3d max for a decade already but as far as I remember it could be perfectly done in render-to-texture dialog.Or any texture baker that support a texture on "hires" mesh. Substance…
It's pretty easy to bake in Max, if that's what you have or prefer. * Select the model with two UV channels on it (like my glTF example). * In the Material Editor, add a Bitmap node, and load your equirect map. * Set the map channel in the Bitmap node to the equirect UV layout (channel 2 in my example). * Add a Physical…
Why re-bake to UV2? . This UV1 is the most efficient use of texture space and geometry for both spheres and sky domes . I do it same way for decades. it could lod up to cube like shape, basically a subdivided cube with a seam along equator , have proper distribution of texel size , mips properly etc. just calculate how…
Because most of the tools I use in my workout to make planets like those : Is based on equirectangular maps , also Nasa source images are like so , I would like to find a tool or a workflow to turn dual paraboloid into rectangular, rework and then turn back to dual paraboloid. If no tools are available, which to me seems…