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 -- View this message in context: http://blender.45788.x6.nabble.com/Google-Summer-Of-Code-UV-Tools-tp147918p148324.html Sent from the Bf-committers mailing list archive at Nabble.com. _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
