Oops! Stuff I forgot to mention in the UV live stream...

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  • @npj5578
    @npj5578 Рік тому +3

    Thanks for the stream. I hope it sheds light on the major problems for UVing in blender. Here's a few major issues I think you may have missed (apologies if Im mistaken).
    1) EVERYTIME you unfold a fully selected UV island it rescales and packs the UVs to fit the UDIM. Why on earth would anyone want this behaviour? It should always maintain its scale and position when unfolding. The only work around is to pin multiple components or deselect 1 component so ensure it stays where it is and does scale.
    2) We don't have the ability to constrain unfolding to a vertical or horizontal axis. This is so nice to have when you are adjusting things like pipes lengths in 3d and you don't want to completely unfold the object again, since the UVs only need to extend/contract in 1 direction if you make sure they were originally straight.
    3) No ability to straighten a UV edges and unfold around it.
    4) Seams are not in sync with 3d view when using the stich/weld tools. You have to keep using "seams from islands" to sync it up manually.
    5) The stitch tool is completely broken. Internal seam cuts in a mesh will not stitch together using the sew tool, only works on boarders edges. You have to manually weld internal UV holes.
    6) The packer is FINALLY now able to pack without scaling, but it does not pack multiple UDIMS.
    7) I know you mentioned texel density Tools. But I feel the need to emphasise just how important this is. Having control over your texel density is literally the cornerstone of UVing. Currently the only tool we have is to "average texel density" which is useless. We need the basic functionality to at least sample texel density, and set texel density. With the option to scale the UVs globally, or each UV island individually. Full stop.
    At the end of the day we shouldn't have to rely on multiple different UV addons just to get basic functionality. I know its one of the biggest turnoffs for people trying to transition from Maya to Blender, they take one look at the UV tools and they go straight back to Maya.

    • @BlenderBob
      @BlenderBob  Рік тому +1

      That’s the case at the office. We only use Maya for UVs (or converting Maya files into something else)

    • @DarkerCry
      @DarkerCry Рік тому

      2/3) You can pin verts and the unfold will unfold around that. So you can straighten an edge, pin it and then unfold to have it behave in a similar manner. The pinning system is actually quite smart/robust but you're right that it's annoying things can't just unfold in a certain direction as an option.

    • @BlenderBob
      @BlenderBob  Рік тому +1

      I sent your comments to the dev team. Here's their response.
      1) We have that as #78395

    • @npj5578
      @npj5578 Рік тому +2

      @@BlenderBob For the align > straighten tool, it straightens the UVs but it doesnt have the ability to actually respect the spacing of the components in 3d. It will just brute force straighten them which isnt that useful in a lot of cases i find.
      Will be sure to try and get something to the devs regarding all the points above.
      Cheers!

  • @MrSofazocker
    @MrSofazocker Рік тому +1

    U need a mask huh, in UV space for say 1004-1006.
    Get a text coordinate node, plug the UV into a separate xyz, use the x for a mapping node, and remap from 4, to 7, to a range of 1, or do a math absolute.
    If you dont have rows your done.
    Otherwise repeat for y and multiply at the end.
    Use this as a mix factor for what ever you need.
    Put that in a node group with controls for UDIM x, y. Profit

  • @BeratTurkbkmaz
    @BeratTurkbkmaz Рік тому +1

    I think you will make a new addon with chat gpt :)

  • @lonesomealeks4206
    @lonesomealeks4206 Рік тому +3

    What really annoys me is that in the Rendering Tab, when you click the drop down menu for Render Results... ALL texture files are listed there!! even HDRIs !! WHY??!! Makes this TAB so completely frustrating and useless..
    I just want to switch between Renders and compare differences.. Jaysis...

  • @chileaus
    @chileaus Рік тому +1

    That would be great

  • @Al_KR_t
    @Al_KR_t Рік тому +2

    You can probably do that throu "separate XYZ" node. You can plug UV into its input and then through compare math node select X and Y coordinates you want and then multiply X by Y to get a mask

    • @BlenderBob
      @BlenderBob  Рік тому +3

      Maybe but it should be easier than that, don’t you think?

    • @Al_KR_t
      @Al_KR_t Рік тому

      @@BlenderBob Downsides of flexibility, haha. That method would also work if you just want to mask out like "top right corner" of regular UVs, not just UDIMs without adding any new nodes with extremley specific usecases. But yeah, a lot of things could have been a lot simpler in blender