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Hi, I'd like to present you a simple script. It let you automatically select all UV borders and break their Phong shading, that might be useful for game modeling, especially with hardsurface props. More info about hard edges - http://www.polycount.com/forum/showthread.php?t=107196
Unfortunately, the 'Texture View' window must be opened at least once for properly work :( Just close 'Texture View' and continue work.
Video: https://vimeo.com/317072443
Download link: https://github.com/rocketjump4d/UV2PhongEdges
I've wrote it by myself :) Its presentation is here: https://plugincafe.maxon.net/topic/11336/script-harden-edges-of-all-uv-borders-break-phong-shading May be it'll be useful for someone Cheers
Hello guys, I rewritten script UV2PhongEdges (weird name, I know :D) from scratch. Now it should works much faster. Also UNDO finally works, yyyeeeey!
UV2PhongEdges
You can download it here https://github.com/rocketjump4d/UV2PhongEdges
And here is an example https://vimeo.com/447775062
Also, if you just need to get edges indexes of all UV borders you can use this code:
import c4d from c4d import utils def GetUVBorders(obj): edgesIndexes = set() abcd = tuple("abcd") tuvw = obj.GetTag(c4d.Tuvw) nbr = utils.Neighbor() nbr.Init(obj) # Create empty set for `edgesVV` # In this case `edgeVV` means `Edge between Vertex0 and Vertex1 (edgeVertexVertex)` # edgeVV is just a tuple(v0, v1), where v0 is index of the first vertex # and v1 is the second one allEdgesVV = set() for i in xrange(obj.GetPointCount()): # Find neighbor vertex for this one neighborIndexes = nbr.GetPointOneRingPoints(i) for ni in neighborIndexes: edgeTuple = (i, ni) allEdgesVV.add(edgeTuple) # At this point I've got a set of all `edgesVV` of the object # Something like this: # (0, 3) # (0, 5) # (5, 1) for edgeVV in allEdgesVV: # Find neighbour polygons for this edge # I called them polyA and polyB polyAIndex, polyBIndex = nbr.GetEdgePolys(edgeVV[0], edgeVV[1]) polyA = obj.GetPolygon(polyAIndex) if polyBIndex is c4d.NOTOK: # There is no polyB. It means that this edge is border of the object # eiA stands for `Edge Index in polyA for current edgeVV` eiA = polyAIndex * 4 + polyA.FindEdge(edgeVV[0], edgeVV[1]) edgesIndexes.add(eiA) continue polyB = obj.GetPolygon(polyBIndex) # piA0 stands for `Point Index in polyA for vertex edgeVV[0]` # the same for others piA0 = polyA.Find(edgeVV[0]) piA1 = polyA.Find(edgeVV[1]) piB0 = polyB.Find(edgeVV[0]) piB1 = polyB.Find(edgeVV[1]) # Replace "d" (3) to "c" (2) if polygon is triangle if polyA.IsTriangle() and piA0 == 3: piA0 = 2 if polyA.IsTriangle() and piA1 == 3: piA1 = 2 if polyB.IsTriangle() and piB0 == 3: piB0 = 2 if polyB.IsTriangle() and piB1 == 3: piB1 = 2 # Get UV coordinates for each point in each polygon uvCoordA0 = tuvw.GetSlow(polyAIndex)[abcd[piA0]] uvCoordA1 = tuvw.GetSlow(polyAIndex)[abcd[piA1]] uvCoordB0 = tuvw.GetSlow(polyBIndex)[abcd[piB0]] uvCoordB1 = tuvw.GetSlow(polyBIndex)[abcd[piB1]] if uvCoordA0 != uvCoordB0 or uvCoordA1 != uvCoordB1: eiA = polyAIndex * 4 + polyA.FindEdge(edgeVV[0], edgeVV[1]) eiB = polyBIndex * 4 + polyB.FindEdge(edgeVV[0], edgeVV[1]) edgesIndexes.add(eiA) edgesIndexes.add(eiB) return edgesIndexes
Let me know if you find bugs. Btw, sorry any mistakes. My English is... meh