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> Once you have sampled the pigment in the 3D space, it will tell
> you what pigment should be at any 3D point, but it won't tell you how to
> organise the map itself, for instance where the seams should be or how to
> arrange the vertices in the <0,0>,<1,1> 2D area without losing too much
> space. It's all about unwrapping a a 3D object in 2D, which is not
trivial.
True. The solution that I'm currently rendering requires UV coordinates to
be supplied. But once you have those, you can do it.
- Slime
[ http://www.slimeland.com/ ]
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