Hello! I am a user of the UV squares addon, but have run into a problem. When using “snap to axis” or “to grid by shape” I get results that I can only describe as inconsistent.
In the above example, the two UV islands are identical and I would expect them to grid-ify in a consistent manner.*
On the mouseover info for “to grid by shape” it mentions something about using your “selected corner” as a basis, so that could explain some incosistency, but the “snap to axis” option has no mention of anything like that and produces the same wonky result.
The behaviour I would expect is that if I start with the same thing, I get the same result.
Is there a way to get it to perform consistently? If not, are there any alternative addons I can try?
Thanks!
*(disclaimer, one is actually horizontally flipped. but the distortion is still all over the place, if it was the flipping that caused it I’d expect it to only be distorted on the flipped axis or something - instead it’s just wonky)
Well yeah they are at least unequal when you have multiple identical islands and want to process those multiple islands at once (even identical). But if you do just one island at a time and always select the same face then it seems to work.
It behaves the same even if I select a similar corner on each island.
But that’s somewhat besides the point, as I often process large numbers of islands so it wouldn’t be efficient to have to click the same corner of each of them anyways. Actually I’d prefer an UV squaring algorithm that’s completely agnositic to what’s going on in 3D space and which just uses the 2D mesh in the unwrap window.
I have found that while the scale of each island is inconsistent, the internal scales of the rows and columns are consistent so one island can be made to match another by just scaling it on the X and Y until it’s the same size - then the vertices will all align as well. Which is better than nothing I suppose, but still, why?? Haha.
What are these arbitrary scales based on? Even when literally duplicating geometry you get different scales, and I don’t understand where this discrepancy even sneaks into the algorithm?
Is UV Menu (The UV window one) > Average Islands Scale a fix for the ‘Arbitrary Scale’ problem?
Try ticking Non-Uniform in the popup window if they are still slightly different sized.