[Bf-committers] Google Summer Of Code: UV - Tools

Jed jedfrechette at gmail.com
Thu Mar 24 07:08:38 CET 2016


Phil Gosch-2 wrote
> Thanks for your input, but improving the packing algorithm is already 
> part of the project.

I'm glad packing is on the list, Blender's UV packing is a bit of a mess.
Not only because of the scaling Piotr mentioned but also because of the way
it handles island margins. The user input margin is interpreted as a
function of island size not texture space size so large islands end up with
much bigger margins than small islands. From the users perspective, the
number of pixels between any two neighboring islands after packing is
effectively unpredictable. That makes it difficult to efficiently use the
texture space while maintaining a minimum margin between islands so that you
don't get mipmapping artifacts.

Oh, and that's only the UVs-Pack Islands operator. Blender ships with two
other unwrapping algorithms that have implemented their own unique packing
algorithms, each of which interpret the "Island Margin" input value
completely differently.

It's been almost exactly three years since I made a detailed post about
these issues to this list so some of these things may have been looked at
since then, but here is the old post:

http://lists.blender.org/pipermail/bf-committers/2013-March/039547.html

--
Jed



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