How do I make a radial UV texture coordinate map?

Theres definitely room for processing. I used it quite a few times in production to create small form tools - its good when you want something done fast (maybe not necessarily nice)

At the end of my 2014 reel I’ve put in a point cloud generator for characters, it’d build up point cloud geometry based on depth slices. This geometry would also be baked with engine information such as per-point position & index.
I’ve made baking tools for animations before, mesh generators, flow map painter & a few texture based things. All are a lot faster to hit the ground running via processing, and then simply share through a production studio relatively simply as executables. For anything that needs speed though, it’s a little more of a touchy subject! If I’m realistic, performance can become an issue and some of the UI features aren’t 100%. Using shaders is also not as simple as it could be.

PS, there’s a couple of libraries I love for processing; controlP5 for beautiful UI out of the box, and toxiclibs with (amongst a ton of other things like physics etc) a marching cubes mesher for data sets - which can then be exported to .obj.

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