I’m working on with CADs&UE and for now learning smart ways to use Visual Dataprep. I’m trying to learn what I can do at UE’ side that I don’t need to depend on third party softwares (CAD tessellation softwares, 3dsmax, InstaLOD etc) and I’m quite puzzled how UE is doing texture UV’s to the model.
I want to make automatically clean texture UV’s to channel 0, but I found out that it gives you different UV maps depending where I put Generate Unwrapped UVs operation on the graph. I’m satisfied how lightmap (UV Channel 1) is made but channel 0 is mystery for me.
I have sphere which diameter is 30 cm, made by Autodesk Fusion. On Visual Dataprep I have three operations:
Generate Unwrapped UVs
Specify Channel: 0, Angle Threshold: 80,0.
Chord tolerance: 0,013625 cm, Max Edge Length: 0,0, Normal Tolerance: 10
Using 1024*Texel Density map to see visual results
Situation1: If I put Generate Unwrapped UVs first on the line, I get this kind of UVs:
Situation2: if I put Datasmith Tessellation first, I’ll get this:
Which I also find interesting that, if I use normal Datasmith import (icon on scene), I’ll get same results as situation 1. If I use Generate Unwrapped UV in the mesh editor with same settings as Visual Dataprep I’ll have same result as situation 2.
What I want to achieve is to have same density in all meshes. I found out this kind of confusion when I tried with this model. I’m also interested to hear how Visual Dataprep is doing import tessellations before execute.