[UV Packmaster] Efficient UV packing solution for Blender (C++ based, multithreaded)

Also we have this addon available with a different algorithm based in a paper: Unwrap Me - better UV unwrapping

Smart UV Project was rewritten to C a while ago. Despite that, I really could not wait hours for unwrap of the meshes, so I had to do that change myself after all.

For anyone interested, hereā€™s the patch you can apply to your build of Blender:
SmartUVOptionalPack.diff (4.1 KB)
It just adds one checkbox in the Smart UV Project operator options which allows you to skip packing step.

Anyway, I could do the UX/IU changes of the UVPM myself as well, but maintaining it on my side alongside you constantly releasing new features and breaking it would be really frustrating.

Hello, Iā€™m using UVP 3.1.2 pro and I noticed that it isnā€™t using my GPU for packing. If I enable only the GPU in the preferences I get an error saying thereā€™s no suitable packing device.

I have a GTX 1050ti, is this card supported with UVP? I think I remember it working in a previous version but Iā€™m not so sure.

Hi!

Thatā€™s because you are probably using the Groups Together packing mode. It is the only mode which supports packing on CPU only.

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oh youā€™re right Iā€™m using the groups mode, I didnā€™t know it wasnā€™t supported.

Thank you

Please make a patch for this. Would benefit everyone to have this in master. :slight_smile:

I have a similar thought to @rawalanche, expect I have a different use case:
I currently mark seams and unwrap in one command, so the results update immediately and I can check the resulting stretching/coverage etc.
Sadly, Blender unwraps and packs without taking into account things such as keeping overlapping islands together, so when Iā€™ve put islands on top of eachother, or set up things such as relative grouping, and extra seam&unwrap totally messes up my setup.
I also think an alternate Unwrap could be a great thing. It can/should keep position of uv islands, and only pack when asked.

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Quick additional feature request: We can toggle ā€˜Flip Enableā€™, would it be possible to set this per Island as well? So like Rotating locking, but Flip locking.
I also wonder how feasible it is to shrink islands up and down a little to maximise space use, possible with a global or per-island setting for mix and max. Often times, texel density is important, but if scaling one island down a little bit makes for much better packing (this is especially true with few UV islands, as on a lowpoly model), itā€™s preferable.

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Iā€™m on a roll now, but: Similarly, could the packing operation automatically stack islands? That way, I could set the Stacking Priority, and before every pack itā€™d stack the relevant islands again. Youā€™d have to be able to limit this behaviour to islands that have a stacking priority, so stacking priority 0 islands can be packed separately.

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Thank you for so many ideas. I will consider all of them.

BTW: we are currently improving the Split Overlapping Islands functionality. If any of you has a specific idea of how it could be improved, please share it - chances are the idea will be implemented very soon :slight_smile:

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I may have asked before, but could Rotation Stepā€™s range be set to 360 degrees? Some islands (say, the face of a character) Iā€™ll often want to keep aligned a certain way. This also again reinforces being able to set Flipping to on or off per islandā€¦

And speaking of Flipping: Iā€™d like there to be a final step where it selects all flipped islands, and then unflips them if it makes no difference. I often have symmetrical islands that get flipped in the process of packing, but ultimately it makes no difference to the pack, in which case itā€™d be better if they werenā€™t mirrored!

I also wonder if your menus arenā€™t overly verbose. Take this one for example:
image
It could just say ā€˜Setā€™, ā€˜Resetā€™ and ā€˜Showā€™ for each, given that theyā€™re in the ā€˜Island Rotation Step islandā€™, and the slider already says ā€˜Rotation Stepā€™ as well.
This, combined with a few icons (Eye for ā€˜Showā€™, x or refresh icon for ā€˜Resetā€™, possible a rotation gizmo icon for ā€˜Setā€™) could really make it a lot easier to parse. I often have to pause for a sec before I click so I donā€™t confuse Set and Reset. Even ā€˜Set Rotation Stepā€™ and ā€˜Show Rotation Step Settingā€™ have too many shared words to be easily read.

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Thank you for feedback!

Regarding setting Rotation Step to 360: what you want to achieve is a given island not being rotated at all, isnā€™t it? If so, just set the island Rotation Step to 0.

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Uh, uh, oh, uh, no? I meant something significantly less embarrassing?
No, I definitely meant that. Thanks :smiley:

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@glukoz HI! Just noticed on Gumroad that thereā€™s been an update to something in UVPackmaster 3 PRO for Blender, but I donā€™t know what. It says 3.1.2 for both the addon and engine but I already have those. So what was updated?

Well, unfortunately Gumroad is not smart enough and sends notifications even if changes in a product are not visible for users yet. BUT here it is:

RELEASE 3.1.3

It is a quick update bringing a nice feature while big changes are in progress :slight_smile:

Stack Groups - using the Stack Groups functionality the user can make the packer automatically align (stack) particular islands on top of each other before packing and then pack stacked islands together. Stacked islands will not be split during packing. Feature idea by @Michael_Knubben.

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Thank you so much for releasing this so quickly! Glad I didnā€™t have to wait for a big release, thisā€™ll help my workflow a lot.

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I wonder, is there a reason portable installation needs the folder to be renamed to uvpm? If it could just remain as ā€˜Engine3ā€™, I wouldnā€™t need to look at the manual every time (and subsequently put off installing a new version because I donā€™t want to look stuff up :smiley: )

Edit: Iā€™m getting a ā€˜Engine Process returned an errorā€™ popup, but donā€™t know where to see this. With ā€˜Flipping enableā€™ turned off everything works, but with it turned on it refuses to pack and returns said error. Not sure itā€™s only Flipping that breaks it, but Iā€™ll have to revert for now as Iā€™m on a deadline.

Ok, I will change the folder name to ā€˜engine3ā€™ in the next release.

Regarding the error: I apologize for the late reply on this but I donā€™t get any notification when you edit a post. Could you send me a blend file allowing to reproduce the error to [email protected]?

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Just sent it. Hopefully you can reproduce and this leads to a fix!

Thank you for sending the file! We have prepared a fix for the bug - it will be included in the next official release.

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