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Alembic UV

Hi Guys,

I export Alembic Caches out of Maya and other 3rd party problems such as Max with UV's enabled. I verify the UV's are intact by opening that same exported file again in Maya or Max etc and its fine.

The issue I am having is when I import that same alembic file into Unreal the UV's seems to be messed up. First I thought maybe it was flipped or rotated but that does not seem to be the case. So basically my textures aren't correctly showing.

I am just wondering if this is a minor teething issue as its experimental and whether anyone else has this issue.

Thanks Guys

Appreciate the time.


Product Version: UE 4.13 Preview
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asked Sep 01 '16 at 09:22 AM in Using UE4

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avatar image EGJurre STAFF Sep 02 '16 at 11:48 AM

Hi Aaron,

Can you elaborate on 'incorrect UV's' and maybe attached the cache you are importing so I can take a look. Also which type are you importing the cache as?



avatar image TestPhase Sep 02 '16 at 12:49 PM

Hey Jurre,

Thanks for getting back to me, I have attached an image with roughly what is going on, Its like its inverted (Flipped) the geo and UV's, so when I flip the UV's in Maya thinking that will fix the problem, it doesn't because upon importing an alembic Unreal seems to flip whatever is imported.

I am exporting the cache from Maya alembic.1.0 into unreal as static and have done the test with experimental. The animation is sweet, just this UV issue is a major issue.



maya_unreal.jpg (64.4 kB)
avatar image TestPhase Sep 02 '16 at 12:50 PM

link to the cache.


avatar image marc_418 Sep 02 '16 at 06:35 PM

For now as a workaround to the bugs, you can rotate the object -90 deg in X, set -1 on the Z scale. For the uvw, make sure to use a texcoord node in your shader and input -1 value on the V.

You might have to manually set the bounds in your asset for it to draw properly.

avatar image TestPhase Sep 09 '16 at 02:16 PM

Thanks Marc

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