Re: u,v barycentric coordinates vs. map coords


Sam Assadian
 

We also tend to use the  coordinate system  of implicit  primitive for u and v (for both Angie and Clarisse's classic renderer). We felt that was more logical. We also added s and t for the first UV map available (on the classic Clarisse renderer exclusively). FYI

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On Tue, Dec 14, 2021 at 9:53 AM Chris Kulla <ckulla@...> wrote:
It can vary depending on the renderer. I believe Arnold and 3dsmax use the texture coordinates, but Prman has historically used the surface parameterization.

Are you thinking you would need the barycentric coordinates of the tessellated triangle of the mesh? What use cases do you have in mind for those?


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