kwhali
Junior Member
Posts: 56
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Post by kwhali on Sept 23, 2017 15:38:48 GMT
I have noticed that if I have U4 V3 for my UDIM tiles, Unfold3D might not be able to utilize the available tiles with the given islands effectively and leave alot of blank empty space. Rather than leaving some UDIM tiles it places the islands across each one instead of compacting several tiles into one UDIM tile which I can do manually after the pack.
So rather than 12 UDIM I might realize Unfold3D with current UV islands could compact down to 5 tiles, I could then either work on the UV islands some more, reduce the tiles to 6 or unwrap another mesh into the spare UDIMs(not sure if groups and other tile pack filtering settings can span several UDIM tiles at the moment?). In most cases I might only see one or two obvious UDIM tiles that could be freed up with 100 UDIM tiles. Though there might be some free space to compact islands into throughout. This seems to be due to the way pack works, even with high setting and multiple mutations it would seem that I could do a reverse pack that takes islands from the last UDIM tile and tries to pack them into an earlier tile(maybe starting at the first tile again.
It could be added as another pack setting, like "passes" I guess to optimize the pack? While the goal is to make the most of UDIMs by fitting UVs into more tiles to get better detail through more textures, it is a waste of textures and baking to put islands into new UDIM tiles to use all UDIM tiles instead of using empty space(no resize required, just translate or rotate) in some packed tiles, empty UDIM tile would be better in this case.
I have example mesh for this that I can provide.
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Post by Remi Arquier on Sept 26, 2017 11:54:25 GMT
I am not sure also if it could solve the problem but did you tried to select the tiles themselves or lock the one you don't want to be used? "Pack" will distribute only on the selected and not locked tiles.
But what I understand is that you would prefer that pack distribute islands *without* rescaling them and use the least tiles as possible, instead of: rescaling the islands so that it will use the most tile available. I think a switch would be good to select the wanted behavior right ?
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kwhali
Junior Member
Posts: 56
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Post by kwhali on Sept 30, 2017 5:41:18 GMT
I am not sure also if it could solve the problem but did you tried to select the tiles themselves or lock the one you don't want to be used? "Pack" will distribute only on the selected and not locked tiles. But what I understand is that you would prefer that pack distribute islands *without* rescaling them and use the least tiles as possible, instead of: rescaling the islands so that it will use the most tile available. I think a switch would be good to select the wanted behavior right ? Hi Remi, Yes sometimes it's not clear what is a good amount of UDIM tiles to use, we want to balance resolution with additional UDIMs but at the same time we do not want to waste texture space within the tiles, the current packer seems to distribute to all available UDIM tiles, despite some UDIM tiles having empty space(sometimes half a tile, which is 4k of texture space wasted on 8k textures). Presently if I see obvious places I can move the shells to I will manually reposition afterwards. I've only just recently notice the 'X' button, I wasn't aware I could use that to block UDIM tiles from packing. Yes we also want to aim for texel density consistency, so that the checkerboard preview is as consistent as possible, this is done well with the auto scale islands button, but slightly lost during packing from scaling(which I think still happened with translate pack?). I will suggest another feature as a post UV auto seam action that works in UV space that you might be able to create to better alter UVs to fit islands into tiles and utilize the space. When this is required I manually have to do alot of repetitive cutting in UV space, I believe you could automate this without too much trouble on your end
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