AndresFHO
Community Beginner
AndresFHO
Community Beginner
Activity
‎Jun 23, 2023
12:03 PM
1 Upvote
Thank you for your reply Cyril, I was doing what you suggested but I thought that there might be a more straight forward solution. I know it's not a big deal but I wanted to check if it was possible. Thanks again!
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‎Jun 21, 2023
12:43 PM
Hi, I'm a bit lost with this one so I was wondering if someone could help me to figure this out. I'm trying to export my textures from SP and I want to use the dilation+default background color at export. All the regular maps seems to have the expected color, for example, metalness is black, but with color map it is giving me a pale grey and I have no idea where to change that, the documentation it's quite poor about that, it only says "default color of the Texture Set's channel" Hope someone can help me. Thanks!
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‎May 29, 2023
02:32 PM
Thanks a lot for your reply Dave. It kinda works but it doesn't seems to work with the lower edge I don't know if it might have something to do with the edge not being straight. I can see the bleed you were talking if the 2 UV islands are too close, that wouldn't be a problem to solve I think but yeah, sadly, I cannot make it work with the lower edge. Thank you for your time
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‎May 25, 2023
12:54 PM
Thank you for your reply Cyril. Yeah, since the edge isn't flat I think position won't do the trick. Also, I'm trying to use this smart material in other cloth pieces and for example in a shirt, the seams are located in the armhole so it won't work, that's I was expecting of some "generator" that could read only the open faces. Thanks again for your time
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‎May 25, 2023
09:24 AM
Hi Cyril, thank you for your reply and sorry for the late response. My particular case it's a bit more complicated than the cylinder but the theory is just the same. This is my shape, it's an skirt. I want to select only the edges and iterate over them, but, I would like to be able to manage this in a more procedural way because I need to create an smart material from this to be reused in several assets So here is my mesh with the edges selected, now, I use UV Border Distance in multiply As you can see the seam its is still visible, so it means that I have to go and paint by hand. I guess that since you gave me several methods and most imply that I have to paint by hand it means that it's not possible to achieve this in the way I need it, it's that right? Thank you for you help
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‎May 11, 2023
12:54 PM
Hi everyone. I need to know how to acess to the geometry edges. Let say I have a cylinder without cap at the top or bottom and I need to mask the edge. I know that there is the UV border but this will mask the vertical seem that cuts the side of the cylinder, so I was wondering if there is any other method to mask the edge of the geometry only. Thanks a lot!
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