Normalized UV coordinates

Hello,

I’m new to blender and I am trying to figure out how to get blender to export normalized UV coordinated for my meshes.

I load a colloda dae file into blender. I want to tell blender to normalize all the UV coordinates and then export the collada dae file back out. I need normalized UV coordinates so I can render my meshes with Opengl.

Can anyone point me in the right direction here?

Thanks you for your time.

You don’t need to normalize the uv’s. They go 0 to 1 in both directions. Some models have the uv larger than the 0 to 1 square. They will render anyway. Usually the model is using tiled textures.

Are you saying there is no way to do it?

Blender will render things just fine as you say but Opengl expects UV coordinates to be normalized between 0 and 1. I really need Blender to normalize the UVs or I will have to create an offline tool that does so on my own.

Well it depends on your Opengl app. It is quite capable of normalizing the coordinates itself. Anything that goes past 1 should be wrapped back to zero.

If the texture is tiled (the texture repeats) then you will need to create a larger texture, add a second set of uv coordinated and reunwrap, then texture bake from the first set of uv’s to the second.

The only other time I see uv’s outside the square is sometimes when importing from other software. All that happens is that all the uv’s are moved by one whole unit to above the uv square.

I have thousands of textures to deal with but at least I have a way of working with it through blender in the future. I just don’t have the time to fix them all by hand at the moment.

In this round I’ll take my chances massaging the UVs with an offline tool I’ll need to create.

Thanks for you time.