TySplines UV Issue
#2
You can't have linear UVWs on a closed spline and also not have those artifacts....so it's not a bug, it's expected behavior. The reason it's happening is because the start coordinate along the spline at the first knot is 0...second is 1, third is 2, etc....so when you get to the end of the spline, the coordinate is some large number (ex: 10)...but that has to connect back to the first coordinate in order to close the loop... so that bridge of polygons is spanning the entire range of coordinates back to the edge of the first polygon.

Select the spline and add a UVWUnwrap modifier and you'll see why it's happening.

If you want to avoid those artifacts, you'll have to apply your own projected UVWs to spline afterwards (ex: using a UVW Map modifier).
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Messages In This Thread
TySplines UV Issue - by alessandro.d84 - 09-04-2022, 04:01 PM
RE: TySplines UV Issue - by tyFlow - 09-04-2022, 05:28 PM
RE: TySplines UV Issue - by alessandro.d84 - 09-04-2022, 06:12 PM
RE: TySplines UV Issue - by tyFlow - 09-04-2022, 06:34 PM
RE: TySplines UV Issue - by tyFlow - 09-05-2022, 02:58 AM
RE: TySplines UV Issue - by alessandro.d84 - 09-05-2022, 05:35 AM
RE: TySplines UV Issue - by alessandro.d84 - 09-07-2022, 05:54 PM

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