Hey fellow nerds,
I have a question regarding TextureCoordinates of meshes. While meddling with the awesome implementations provided in the Heat Method topic I noticed that Weaverbird is able to perfectly preserve TextureCoordinates through its subdivision algorithms.
In search of an open subdivision implementation that I could play around with, I stumbled across this awesome work by @dave_stasiuk :
Unfortunately, the latter method won’t preserve the TextureCoordinates, so subdividing after something like the Heat Method won’t work. For this reason I’m asking if somebody more proficient in this could point me into the right direction how I could preserve or respectively compute TextureCoordinates through the subdivision shown by Dave.
Any help and/or insight appreciated!