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  1. #281
    Member renderhjs's Avatar
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    Originally Posted by Nutti View Post
    After I released final version, I'm willing to tackle to improve Blender itself. I think the real problem is that there is a few developer to improve UV feature.
    I think my personal top wish list item would be: improved UV packing to fill gaps and holes more efficient. See also the 2016 GSOC project


    Dithering
    Personally I want to look into dithering for texture bakes: to convert higher precission renders to 8 bit per channel images via dithering sub range values. This CG cookie video explains very well the issue

    I have collected already some code samples and resources for this topic but haven't started yet.


    Unwrap with edge constraints
    Another tool that I was planning to research was a way to unwrap in Blender while marking selected edges with a 'straight contstraint'. Headus UV Layout has this feature where you can tag any edge as 'straight' or 'grid' and in the unwrap process it will enforce those edges to be straight or aligned to the U or V axis.

    For blender I was thinking of collecting selected UV edges and group them into clusters. Then when executing straighten one edge pair and then pin the UV verts - then unwrap. Then straighten the next edge group pin them and unwrap the island again. This process would repeat until all edge groups are straight.
    I even have an icon already for this tool but I have yet to start coding a proper prototype.



    Code compatibility
    I need to have a look first at Magic UV's code. Many addons I have seen put all of their operators and helper methods in a single __init__ python file. I'd like to work out a way to easier unplug and plug in new operators in addons by standardizing a bit the structure. More on that in the future I guess.
    Game Developer & Tech Artist. TexTools Blender | TexTools 3dsMax | Portfolio | twitter | YouTube



  2. #282
    Member Nutti's Avatar
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    @Tom Telos

    Sorry, I'm not sure the operations yet.
    I think the procedures are below.

    1. Press Ctrl+E and Ctrl-P in 3DView
    2. Choose UV median point
    3. Scaling X to 0 in UV/Image Editor
    4. (I did not get below operations)

    But almost all of operations are not obvious.
    I can understand if you show me the procedures with movie or image sequences.



  3. #283
    Member Nutti's Avatar
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    @renderhjs

    Thanks for sharing your ideas.


    I think my personal top wish list item would be: improved UV packing to fill gaps and holes more efficient. See also the 2016 GSOC project
    I knew this project.
    For my understanding, this project is abandoned or suspended now.

    I also heard the road to contributions of Blender is not easy and needs lots of time.
    https://blender.stackexchange.com/qu...nder-developer
    At first, I must start to fix bug, not add new features.


    Dithering
    Sorry, I'm not clear about the topic of bake.
    I think you have lots of knowledge and experiences, so maybe it is best to implement yourself.


    Unwrap with edge constraints
    I think you may consider to use BMesh.Edge to collect edge cluster.
    The feature of straighten UV edges is already in Magic UV, but it is very complicated codes.
    I will consider to achieve this again with simple way, and feedback to you if I come up with good solution.


    Code compatibility
    I looked a bit at TexTools codes.
    At first, I think below codes may be reusable.

    * Collect UV edge structure
    * Collect UV island

    But i can not come up with the best way to share common codes.
    I will consider about it.
    Last edited by Nutti; 01-Feb-18 at 08:02. Reason: fix



  4. #284

    UV Straight Constraint: Yes, please!

    Originally Posted by renderhjs View Post
    ...
    Another tool that I was planning to research was a way to unwrap in Blender while marking selected edges with a 'straight contstraint'...
    Straight Constraint! YESS!!



  5. #285
    Member Nutti's Avatar
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    Hi,

    I released Magic UV v5.0 now.

    https://github.com/nutti/Magic-UV/releases/tag/v5.0

    v5.0 adds lots of new feature and enhancement.

    [1] Add feature

    • Align UV Cursor
    • UV Cursor Location
    • Align UV
    • Smooth UV
    • UV Inspection
    • Select UV
    • Texture Wrap
    • UV Sculpt


    [2] Improve feature

    • Copy/Paste UV
    • Add menu to UV/Image Editor
    • World Scale UV
    • Add: Information about Texel Density
    • UV Bounding Box
    • Add option: Bound
    • Texture Projection
    • Add option: Assign UVMap
    • UVW
    • Add option: Assign UVMap


    [3] Improve UI

    [4] Fixed Bugs

    [5] Optimization/Refactoring


    All tutorials of feature in v5.0 can be seen from YouTube.




    And Magic UV v5.0 is already committed to Blender repository.
    https://developer.blender.org/rBAfdc...71fdefb9529491


    At last, this will be a final update of Magic UV which I develop eagerly.
    After this release, I will only tackle bug fixes if there are no needs.

    Finally, I will thanks for everyone who support me for a long time.
    Last edited by Nutti; 16-Feb-18 at 07:54. Reason: fix



  6. #286
    Member mifth's Avatar
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    Thank you a lot for this awesome development!



  7. #287
    Thanks for creating this awesome tool its on my everyday use

    I tried 5.0 and development one but I cant see all tools in "editor enchantment area"?

    https://i.imgur.com/qUGkhso.png
    Last edited by fiendish55; 16-Feb-18 at 12:31.



  8. #288
    Member Nutti's Avatar
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    @mifth

    Thanks for supporting me for a long time.
    If you did not invite me to add-on development, I would not continue the development until now.


    @fiendish55

    Thanks for the lots of feedback and using this add-on.

    I tried 5.0 and development one but I cant see all tools in "editor enchantment area"?
    Sorry, this is a bug.
    I have already fixed this, and will release v5.1 after fixing other known issue.
    https://github.com/nutti/Magic-UV/issues/79

    For now, please try to use unstable version which have already fixed the issue you reported.
    https://github.com/nutti/Magic-UV/archive/develop.zip
    Last edited by Nutti; 18-Feb-18 at 01:57. Reason: fix



  9. #289
    Aye now they are in place. I tried copy paste feature but it has weird behavior that cuts uv islands and doesn't make identical islands to stack together.
    https://i.imgur.com/qo8QWYa.gifv
    https://i.imgur.com/K34qUxg.gifv

    Here is video what I think this tool should be doing since its essential for us game devs.
    You can see in the last example that susan monkey head parts are even mirrored and it still can copy paste them together like no problem super useful!


    https://www.youtube.com/watch?v=cNwvc6F-8Ik

    problem with this addon is that I have no idea how to get it installed or does it even work with 64bit pc.
    Last edited by fiendish55; 18-Feb-18 at 02:45.



  10. #290
    hi, I have my problem of the left panel of UV Magic where it is near other panels of Tools, create, relations, animation, etc etc and where can I find a panel to put?

    https://postimg.org/image/jocgktljv/04e60be7/



  11. #291

    Missing magic uv in view left

    hi, I have my problem of the left panel of UV Magic where it is near other panels of Tools, create, relations, animation, etc etc and where can I find a panel to put?

    https://postimg.org/image/jocgktljv/04e60be7/



  12. #292
    Member Nutti's Avatar
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    @fiendish55

    Thanks for the feedback again.

    Copy/Paste UV in UV/Image Editor is same as the one in UV_Tool now.
    But I think your suggestion is much more make sense for me.

    I will fix this feature to be a reasonable, and delete old behavior.
    Is it OK?


    @Roblender68

    Do you follow the installation showed in below link?
    https://github.com/nutti/Magic-UV/wiki/Installation

    It think that Blender has two Magic UV add-ons in Blender in case you use Blender 2.79.
    You can solve this problem if you delete the default add-on at first.



  13. #293
    Originally Posted by Nutti View Post
    @fiendish55

    Thanks for the feedback again.

    Copy/Paste UV in UV/Image Editor is same as the one in UV_Tool now.
    But I think your suggestion is much more make sense for me.

    I will fix this feature to be a reasonable, and delete old behavior.
    Is it OK?

    .
    That would be super useful if you can make that happen, I know I would be using it 24/7 and for sure many other game developer who needs to save uv space for bigger resolution in games by stacking "identical and same vertex count" islands together



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