' This example demonstrates how to generate unique UVs for an object,
' how to edit those UVs and how to heal together two UV islands.
NewScene , false
CreatePrim "Sphere", "MeshSurface"
MakeLocal "Sphere.Scene_Material", siDefaultPropagation
' Connect an image shader to the diffuse port of the Phong
SIApplyShaderToCnxPoint "Image", "Sources.Materials.DefaultLib.Material.Phong.diffuse"
' generate unique UVs for the sphere
GenerateUniqueUVs "sphere", "Texture_Projection"
' place the UV islands we want to heal in a proper location.
TranslateUVW "sphere.sample[23-29,53-59,83-89,113-119,143-149,173-179,203-209,233-LAST]", "sphere.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection", 0.176414061952535, 0.367955043859649, 0, siRelative, siUVW, False
TranslateUVW "sphere.sample[157-172]", "sphere.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection", 0.437102357321886, 9.25822368421053E-02, 0, siRelative, siUVW, False
RotateUVW "sphere.sample[157-172]", "sphere.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection", 0, 0, -17.775, siRelative, siUVW, 0
' Alt + 7 to open the texture editor and take a look at the UVs.
' Now heal the UV islands
HealUVW "sphere.polymsh.cls.Texture_Coordinates_AUTO.Texture_Projection", "sphere.sample[23-29,53-59,83-89,113-119,143-149,157-179,203-209,233-LAST]"
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