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Making UV Shells the Input for a Custom Mask

Iniciante na comunidade ,
Sep 21, 2022 Sep 21, 2022

I'm creating a custom mask that is kind of like a variation on the UV Border Distance Generator. I have it workng how I want to with a sample in Designer, but I'm not extremely certain what I should make the input so it reads correctly. I have output set to mask so I believe that should work. Any ideas on what the input should be so that it references the UV maps? Or if anyone knows how the UV Border Generator was made in deisgner and can point me to that, that'd be great. Thanks!

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Como fazer , Gráfico do Substance
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correct answers 1 resposta correta

Iniciante na comunidade , Sep 21, 2022 Sep 21, 2022

Ok I exported the UV Border istance .sbsar and created the input and output nodes from that! Shuld've gave it a sec before I asked.

 

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Iniciante na comunidade ,
Sep 21, 2022 Sep 21, 2022

Ok I exported the UV Border istance .sbsar and created the input and output nodes from that! Shuld've gave it a sec before I asked.

 

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Novato ,
Mar 11, 2024 Mar 11, 2024
MAIS RECENTE

hello just wanted to update this thread as I think I've found another solution. I was trying to reverse engineer the UV border distance generator in painter so I can make a custom designer graph for it. I've found that if you create an input and name the identifier EXACTLY "mesh_uv_mask" it will generate a basic UV island mask for you to start with when you import the sbsar into painter.

from that data you can implement edge detect, bevel, and other nodes to re-create the UV border distance generator

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