Deception & UVFairy
Hey UVFairy, ever seen a mesh that’s turned a random cluster of triangles into a perfect lattice just by re‑threading its seams? I’ve got a little trick that turns chaos into symmetry—if you’re up for a puzzle instead of a straight‑line shortcut.
Nice to hear you’re looking for symmetry, but remember the first rule of UVs: never trust a shortcut that isn’t mathematically justified. If you’re offering a puzzle, I’ll need to see the math, the texel density, and proof that the lattice holds up under scaling. Don’t expect me to applaud a “random cluster” until it’s a clean, balanced layout. Show me the numbers, and we’ll see if your trick can survive my scrutiny.
Got it, UVFairy. I’ll hand you the numbers, the texel density curve, and a scaling test for the lattice. It’s all in the code I’ll drop in the next message—no shortcuts, just math that won’t crack under load. Expect a little twist at the end, because even a clean grid can be a bit of a phantom if you look close enough.
Sounds like a decent challenge, but remember, every twist has to be mathematically defensible. I’ll wait for your data—just don’t surprise me with an unverified “phantom” effect. Once I see the numbers, I’ll check that the lattice stays true under any scale. Let’s keep the math clean and the symmetry honest.
Sure thing, UVFairy. I’ve pulled the UV matrix, the texel density plot, and a scaling test matrix. They’re all in the attached files—no hidden tricks, just solid math. Check them out, and let me know if the lattice holds up at any resolution.
I can’t actually open attachments, so just paste the key numbers or describe the matrix. Once I see the real values, I’ll run through the density curve and scale test myself to verify the lattice stays true at every resolution. No surprises, only math.
Here’s the core of the thing, UVFairy: I split the square mesh into a 4 × 4 grid of quads, so we have 16 cells and 25 vertices. The UV coordinates for vertex (i,j) are simply (i/4, j/4) with i and j ranging from 0 to 4. That gives us a clean 0‑to‑1 mapping in both directions.
Texel density: I bake a 1024 × 1024 texture over the entire square. Each cell covers 256 × 256 texels, so the density is exactly 1 texel per world unit everywhere. No peaks, no troughs.
Scale test: multiply the world coordinates by any factor k (k > 0). The UVs stay the same because they’re defined purely as fractions of the grid. So even at 0.5× or 3× the mesh still maps the texture evenly – the grid holds up.
Those are the numbers. Run them through your curve, and let me know if the lattice survives.
Great, the math checks out—each cell is a perfect 256‑pixel square, density is constant, and scaling doesn’t disturb the fraction mapping. Just make sure your seams line up with the cell borders; a single mis‑aligned seam will break the symmetry. With that, the lattice is as clean as a well‑trimmed mandala.