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Regarding instantiated meshes like in this scene that contains 2 instances of the cube object, I am surprised to see that there are 12 faces in the generated UV map. I would have instead expected only 6 faces because the same mesh is present twice.
This is just a test scene but the models I plan to work with will be much more complex and if XAtlas doesn't take instantiation into account then I can expect huge UV maps that would hinder performances.
Is there something I'm missing?
Thank you for your help.
The text was updated successfully, but these errors were encountered:
if you're making a mega texture, a shadowmap or a lightmap, you need instances to have duplicated packings. Either this works by fully duplicating the geometry to have a UV[1] channel unique per instance.
Either you've got to parameterize mesh by mesh, each mesh going to get UV[1] between 0,0 and 1,1.
And then use a RECT per instance, to place each instance in a different region of the final atlas. In that case I don't know how the packing works, I'm not sure xatlas supports it.
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Regarding instantiated meshes like in this scene that contains 2 instances of the cube object, I am surprised to see that there are 12 faces in the generated UV map. I would have instead expected only 6 faces because the same mesh is present twice.
This is just a test scene but the models I plan to work with will be much more complex and if XAtlas doesn't take instantiation into account then I can expect huge UV maps that would hinder performances.
Is there something I'm missing?
Thank you for your help.
The text was updated successfully, but these errors were encountered: