Copy link to clipboard
Copied
Hey there!
When i'm tessellating a mesh in painter driven by a triplanar heightmap i have several gaps, boundary edges that makes my mesh opened.
First i thought it's because the uv seam, but as You can see on the attached shot, they are randomly everywhere.
How can i close those opened edges/vertexes (shot attached)?
I don't even want to merge them, just make them "bridged" with additional triangles.
More strange i started the whole process by this video, and on the video i don't see any seams, nevertheless the brutal height/tess values!
https://www.youtube.com/watch?v=SL75gVPKhDs&t=687s
Thank You for your answer in advance!
Copy link to clipboard
Copied
Hi,
Could you share your UVs as well? This might be an issue with the padding between each UV shell.
Thank You,
Kind Regards,
Geoffroy SC
Copy link to clipboard
Copied
Hey there!
I'm afraid is not about the uv borders (check attached shot please)
There are thiny boundary edges all over the mesh.
In the youtube video i posted before You can see that in painter, the huge value differences simply "bridged over" with streched polygons.
In my painter i see opened up gaps on those places.